Post: Call Of Duty Ghosts - Addresses Thread [1.14]
01-26-2014, 01:53 PM #1
Mango_Knife
In my man cave
(adsbygoogle = window.adsbygoogle || []).push({}); How to use Client Interval (For the people who dont know):

Client Interval (Known as "Next Client):
just type the offset then 0x3700 (or 0x280 for "G_Entity" Offsets) then you will get the next client offset
You must login or register to view this content.
Note: Some offsets have diffrent Interval/Index, so just look at the thread for the correct index/intervnal Smile


Game: Ghosts
Current Version: 1.14
Last Updated: 07/20/2014

I Dont got so much time now, but il update it soon with the button monitoring/anti ban/single player addresses
But all the other offsets/addresses are updated.


Offsets/Addresses:


Single Player: [Campain]
    
Ammo: [[COLOR="#0000FF"]0x0F,0xFF,0xFF,0xFF[/COLOR] = Inffintie Ammo | [COLOR="#0000FF"]0x00,0x00,0x00,0x1E[/COLOR] - 31 Bullets]
Primary Bullets: 0x0136e590,
Primary Clip: 0136E518,
Secondary Bullets: 0x0136E59C,
Secondary Clip = 0x0136E520,
Lethal = 0x0136E5B4,
Tactical = 0x0136E5A8,
Key_isDown = 0x013793cd;

Jetpack = 0x136E100, [Key_IsDown offset needed, will find it shortly]
Thermal Vision = 0x0136e0e3,[0xFF = On | 0x00 = Off]
Skate Mode = 0x0136E0DE,
Teleport = 0x0136e0ec,
Spining Mode = 0x0136E13C,
Suicide = 0x0136e2a4, [0xFF = Suicide]
Player Speed = 0x137939C, [0x40, 0x80 = x2 Speed | 0x3F, 0x80 = Off]
Jump Height = 0x01E833C4, [0x42, 0x1C = Default | Same bytes like Multiplayer]
Speed = 0x01E85E74, [0x00, 0x00, 0x00, 0xBE = Default | Search for bytes]
Wallhack = 0x01E6D58C, [0x40, 0x80 = Off | 0x42, 0x80 = On]
R_SetFrameFog [RPC function_address] = 0x1BD2F0, [Same RPC As Online, Just Change Offset]
G_HUDElems = 0x1F73DC,
G_LocalizedStringIndex = 0x01E60C,
Level_Locals_T 0x00014F,
LevelTime = 0x68F,
PlayerCmd_GiveStartAmmo = 0x0020487C,
G_InitializeAmmo = 0x00217148,
BG_GetNumWeapons = 0x003B2A28,
BG_GetShellshockParms = 0x003939DC,
BG_GetViewModelWeaponIndex = 0x003B3230,
BG_SetShellShockParmsFromDvars = 0x00393618,
BG_WeaponFireRecoil = 0x003B69F0,
Key_StringToKeynum = 0x00137798,
Key_Bind_f = 0x00137F18,
Key_SetCatcher = 0x0013879C,
Key_RemoveCatcher = 0xFFF904A4,
AllocEnity = 0x0030AE44,
AngleDelta = 0x003554E8,
BG_FindWeaponIndexForName = 0x003B2A3C,
Add_Ammo = 0x2155AC,
Cbuf AddText = 0x2DBA8C,
G_SetModel = 0x264640,
Full Auto = 0x3A5F88, [[COLOR="#0000FF"]0x3B, 0x60, 0x00, 0x00 = On | 0x3B, 0x60, 0x00, 0x01 = Off[/COLOR]]
Chrome Players = 0x46AA30, [[COLOR="#0000FF"]0x2C, 0x03, 0x00, 0x02 = On | 0x2C, 0x03, 0x00, 0x00 = Off[/COLOR]]
Char Checks = 0x34F394, [0x41 to Turn Off]
AntiBan1 = 0x004BFAAF, [0x00 - Anti Ban]
AntiBan2 = 0x006EFB03, [0x00 - Anti Ban] [/Spoiler]



Stats:

    
Online:
Name: 0x177A238
Reset Name: 0x177A237 (0x00 to Reset)
Clan Tag: 0x00cc04a6
Prestiges : 0x17A2D1C
XP Soldier: 0x179EDDA
Kills : 0x179DE79
Deaths : 0x179DE51
Score : 0x179DEA2
Wins : 0x179DECA
Losses : 0x179DE81
Games Played : 0x179DE69
Time Played : 0x179DEBE
Squad Points : 0x17A2A24
Killstreak : 0x179DE7D
Currentstreak : 0x179E74D
Winstreak : 0x179DE4D
Hits : 0x179DE71
Misses : 0x179DE86
Prefered Weapon : 0x179DE3D ([URL="https://pastebin.com/8Cfx83Kh"]Prefered Weapon List[/URL])
Unlock All : 0x17A20B0 ([URL="https://www.mediafire.com/download/vm5v7tndjv3fxn5/Unlock+All+Bytes.txt"]Unlock All Bytes[/URL])
Class Name 1 : 0x179EABB(Add 0x80 for next ClassName | Add 0x564 for next Soldier)
Soldier Name 1 : 0x179EDB9(Add 0x564 for next Soldier | Add 0x80 for next ClassName)
PrimaryGun Class 1 : 0x179EAD6(Add 0x564 for next Soldier | Add 0x80 for next Class)
SecondaryGun Class 1 : 0x179EAE4(Add 0x564 for next Soldier | Add 0x80 for next Class)

Extinction:
_____/Stats Extinction\______
Extinction Prestiges : 0x17A550C
Extinction Levels : 0x17A5513
Extinction Teeth : 0x17A60E6
Extinction Revive : 0x17A550A
Extinction Mission Completed : 0x17A5532
Extinction Max Relics : 0x17A5522
Extinction Aliens Killed : 0x17A552A
//\\------LeaderBoard------\\//
Extinction Revives : 0x17A5470
Extinction Score : 0x17A5574
Extinction Kills : 0x17A558C
Extinction Downed : 0x17A54C8
Extinction CashFlow : 0x17A54FC
Extinction Hives Destroyed : 0x17A54CC
Extinction Completed Challenges : 0x17A54F1
Extinction Attemtepted Challenges : 0x17A54F5
//\\-------Loadout-------\\//
Extinction Class : 0x17A543C
Extinction PistolType : 0x17A543E
Extinction AmmoType : 0x17A544A
Extinction TeamSupport : 0x17A544C
Extinction StrikePackage : 0x17A544E
Extinction Equalizer : 0x17A5450


Addresses:

    
ELEM = 0xD87D88;
FPS = 0x36D410;
FIX_ELEM = 0x3447F;
G_LocalizedStringIndex = 0x34438;
Function_Address : 0x4A0300
G_Entity : 0xE04980
CBuff_AddText : 0x2B1734
Key_IsDown = 0xCBCCC0;
SV_GameSendServerCommand : 0x5720C0
G_GivePlayerWeapon : 0x2942AC
Add_Ammo : 0x24872C
SetClientViewAngles : 0x2313F0
SV_LinkEntity : 0x32BF40
SV_UnlinkEntity : 0x0032BEC0
SV_SetBrushModel : 0x4CF2BC
SP_Script_Model : 0x2861C0
PlayerCmd_ClonePlayer : 0x2F14EC
G_Spawn : 0x290908
G_SetModel : 0x28F4FC
G_HudHelem : 0xD87D88
Fix_Hud : 0x3447F
FPS : 0x36D410
Level_Locals_T : 0xDB5E04
G_LocalizedStringIndex : 0x34438
g_gametype: 0x1072868
Disabled CharCheck : 0x377F30 (0x41 - Disable , 0x40 - Enable)
Dump:
0x0024872C - Add_Ammo(gentity_s *ent, unsigned int weaponIndex, char weaponModel, int count, int fillClip)
0x002DB568 - AllocEntity(unsigned int classnum, unsigned __int16 entnum)
0x0037E258 - AngleDelta (angle1 const float, const float angle2)
0x0078716C - AngleNormalize180 (const float angle)
0x0037E1F0 - AngleNormalize360 (const float angle)
0x0011C32C - BG_FindWeaponIndexForName(const char *name)
0x000F1FB0 - BG_GetEntityTypeName (const int eType)
0x0011C318 - BG_GetNumWeapons(void)
0x000F73D8 - BG_GetPerkIndexForName(const char *perkName)
0x000F6144 - BG_GetShellshockParms(const int index)
0x0011C78C - BG_GetWeaponIndexForName(const char *name, void (__cdecl *regWeap)(unsigned int))
0x0011CB78 - BG_GetViewModelWeaponIndex(playerState_s *ps)
0x000E60E0 - BG_RunLerpFrameRate (int localClientNum, clientInfo_t * it, lerpFrame_t * lf, int newAnimation, entityState_s * n)
0x000E8718 - BG_SetNewAnimation (int localClientNum, clientInfo_t * it, lerpFrame_t * lf, int newAnimation, entityState_s * n)
0x000F5DA0 - BG_SetShellShockParmsFromDvars(shellshock_parms_t *parms)
0x001208B0 - BG_WeaponFireRecoil (playerState_s const * const float *, float const *)
0x000F44AC - BG_PlayerStateToEntityState(playerState_s *ps, entityState_s *s, int snap, char handler)
0x00293CC8 - BG_TakePlayerWeapon(playerState_s *ps, unsigned int weaponIndex, int takeAwayAmmo)
0x002B1734 - Cbuf_AddText (localClientNum int, char * text)
0x00148E08 - CG_Draw2D(int localClientNum)
0x00588794 - CG_FireWeapon (int, centity_s *, int, ushort, uint playerState_s const *)
0x00382198 - CL_DrawStretchPicPhysical (float x, float y, float w, float h, float s1, t1 float, float s2, t2 float, const float * c
olor, Material * Material)
0x0018DA84 - CL_GamepadButtonEvent (localClientNum int, int key, int unten, unsigned int time)
0x0018E5B0 - CL_GamepadRepeatScrollingButtons (int localClientNum)
0x0019004C - CL_GetKeyBindingInternal(int localClientNum, const char *command, char (*keyNames)[128], int gamePadOnly)
0x0024EC5C - CalculateRanks (void)
0x00231DBC - ClientConnect (clientNum int, unsigned __ int16 scriptPersId)
0x0022FDF0 - ClientEndFrame (gentity_s * ent)
0x00232198 - ClientSpawn (gentity_s * ent, const float * spawn_origin, const float * spawn_angles)
0x0022DB48 - ClientThink_real (gentity_s * ent * usercmd_s ucmd)
0x002319E0 - ClientUserinfoChanged (int clientNum)
0x005FB354 - COM_ERROR (errorParm_t code, const char * fmt)
0x00507438 - Dvar_FindVar(const char *name)
0x00587894 - Dvar_FindMalleableVar(const char *dvarName)
0x00507708 - Dvar_GetBool(const char *dvarName)
0x004FB19C - Dvar_GetInt(const char *dvarName)
0x00605924 - Dvar_GetFloat(const char *dvarName)
0x0059017C - Dvar_GetString(const char *dvarName)
0x006573B0 - Dvar_SetIntByName(const char *dvarName, int value)
0x0018EEF8 - Key_IsDown(int localClientNum, int keynum)
0x0018EF38 - Key_StringToKeynum(const char *str)
0x0018F084 - Key_IsValidGamePadChar(const char key)
0x0018F0C4 - Key_KeynumToString(int keynum, int translate)
0x001938F4 - Key_KeynumToStringBuf(int keynum, char *buf, int buflen)
0x0018F598 - Key_Unbind_f(void)
0x0018F6AC - Key_Bind_f(void)
0x00190028 - Key_ClearStates(int localClientNum)
0x001901C0 - Key_SetCatcher(int localClientNum, int catcher)
0x00190194 - Key_RemoveCatcher(int localClientNum, int andMask)
0x0018F3F4 - Key_GetCommandAssignmentInternal(int localClientNum, const char *command, int *twokeys, int gamePadOnly)
0x0068C44C - generateHashValue(const char *fname)
0x0028A5B0 - G_CallSpawnEntity(gentity_s *ent)
0x0029D54C - G_ClientStopUsingTurret (gentity_s * self)
0x00295E74 - G_EntUnlink (gentity_s * ent)
0x000322C0 - G_FindConfigstringIndex(const char *name, int start, int max, int create, const char *errormsg)
0x002942AC - G_GivePlayerWeapon(playerState_s *pPS, int iWeaponIndex, char altModelIndex)
0x002908A8 - G_InitGentity (gentity_s * e)
0x0024A4D0 - G_InitializeAmmo(gentity_s *pSelf, int weaponIndex, char weaponModel, int hadWeapon)
0x00034438 - G_LocalizedStringIndex (const char * string)
0x00032424 - G_MaterialIndex (const char * name)
0x00243618 - G_RadiusDamage (float const * const * gentity_s, gentity_s *, float, float, float, float, float * const, gentity_s *,
int, int)
0x0022D15C - G_SetClientContents (gentity_s *)
0x00290FC4 - G_SpawnPlayerClone(void)
0x00291320 - G_SetAngle(gentity_s *ent, const float *angle)
0x002910F4 - G_SetOrigin(gentity_s *ent, const float *origin)
0x0028F4FC - G_SetModel(gentity_s *,char const *)
0x00034748 - G_SoundAliasIndex(const char *name)
0x00290908 - G_Spawn(void)
0x000DEEF0 - I_strlwr(char *s)
0x0038CF28 - I_stricmp(const char *s0, const char *s1)
0x0038C5C8 - I_strncpyz(char *dest, const char *src, int destsize)
0x0036D380 - Menu_PaintAll_DrawVisibleList(char *stringBegin, UiContext *dc)
0x0023D7F0 - PlayerCmd_ClonePlayer(scr_entref_t entref)
0x00234A1C - PlayerCmd_GiveStartAmmo(scr_entref_t entref)
0x00233408 - PlayerCmd_GiveWeapon(scr_entref_t entref)
0x00235B1C - PlayerCmd_GetAngles(scr_entref_t entref)
0x00235A58 - PlayerCmd_SetAngles(scr_entref_t entref)
0x0023D398 - PlayerCmd_Suicide(scr_entref_t entref)
0x0023D6BC - PlayerCmd_Spawn(scr_entref_t entref)
0x00241468 - Player_Die(gentity_s *self, gentity_s *inflictor, gentity_s *attacker, int damage, int meansOfDeath, int iWeapon, cons
t float *vDir, hitLocation_t hitLoc, int psTimeOffset)
0x002E8AF4 - Scr_AddEntityNum(int entnum, unsigned int classnum)
0x0027B8E0 - Scr_ConstructMessageString (firstParmIndex int, int lastParmIndex, errorContext const char *, char * string, unsigned
int stringLimit)
0x002DFC08 - Scr_GetEntityId(int entnum, unsigned int classnum)
0x002E1160 - Scr_ObjectError (const char * error)
0x002512FC - Scr_PrecacheShellShock
0x005DF01C - Scr_TerminalError(const char *error)
0x002313F0 - SetClientViewAngle(gentity_s *ent, const float *angle)
0x0077FB04 - strncpy(char *dest, const char *source, unsigned int count)
0x006C3AF0 - SV_AddTestClient(void)
0x002B1F1C - SV_Cmd_TokenizeString(const char *text_in)
0x002B19E0 - SV_Cmd_EndTokenizedString(void)
0x006BBF50 - SV_GetUserinfo (int index, char * buffer, int bufferSize)
0x005720C0 - SV_GameSendServerCommand (int clientNum, svscmd_type Typ const char * text)
0x00667620 - SV_SendServerCommand (client_s * cl svscmd_type Typ const char * fmt)
0x005515B8 - SV_LocateGameData (gentity_s * Gents numGEntities int, int sizeofGEntity_t, playerState_s *, int sizeofGameClient)
0x0032BF40 - SV_LinkEntity(gentity_s *gEnt)
0x0032BEC0 - SV_UnlinkEntity(gentity_s *gEnt)
0x005BDB9C - SV_SetConfigstring(int index, const char *val)
0x004CF2BC - SV_SetBrushModel(gentity_s *ent)
0x002861C0 - SP_script_model(gentity_s *pSelf)
0x00286154 - SP_script_brushmodel(gentity_s *self)
0x002C6B8C - Sys_EnterCriticalSection(CriticalSection critSect)
0x007DBF88 - Sys_LeaveCriticalSection(CriticalSection critSect)
0x002517E0 - TeleportPlayer(gentity_s *player, float *origin, float *angles)
0x0034977C - UI_Shutdown(int localClientNum)
0x00348150 - UI_DrawText(ScreenPlacement *scrPlace, const char *text, int maxChars, Font_s *font, float x, float y, int horzAlign,
int vertAlign, float scale, const float *color, int style)
0x0038D540 - va(const char *format)



SV_GameSendServerCommand's:

    
a - No Gun
l - Game Volume (1- Normal 2 - High 3 - Loud 0 - Mute)
e "Print Killfeed"
c "Print Center"
n 10109 = beginnging sound on game
n 5161 = guy saying "free for all"
d 958 "mpintro" 0
r = Kick with error (Exmple: ^1GTFO My Lobby)
n 10299 = guy says "time to work ghost squad"
i - blury (Set i cg_fov 90 for blury, i 0 Turn off)
g "MP_CHANGE_CLASS_NEXT_SPAWN"
q Dvar - But the dvars are numbers now.
J Set Vision:
Some Visions For Exmple:
ac130
ac130_enhanced
ac130_enhanced_mp
ac130_inverted
ac130_thermal
aftermath
black_bw
cheat_bw
coup_sunblind
default_night
default_night_mp
end_game
mpnuke
mpnuke_aftermath
mpoutro
near_death
near_death_mp
Some Dvars:
q 23 3500 - Compass Size 3500
q 13 90 = q cg_fov 90
q 132 10 = "ICE Screen"


Clients:

Intervals:
    
G_Client Index = 0x3700
G_Entity Index = 0x280


G_Client:
    
GC_ (G_Client Address) = 0xF44980,
public static UInt32 G_Client(UInt32 Index, UInt32 Client)
{
UInt32 GC_ = GC_;
return GC_ + Index + (Client * 0x3700);
}
Do G_Client Address + (The Hex) = The Address you looking for
Exmple:
G_Client + 0x1C = Teleport Offset

Status:
Score = 0x3150,
Rank = 0x30BF,
Prestige = 0x30C3,
Kills = 0x3152,
Deaths = 0x3154,
Assists = 0x3156,

Spining_Mode = 0x6C,(0x80,0x00 = Off) (Float*)
Teleport(Origin) = 0x1C, (Origin + 0x0 = X ,Origin + 0x4 = Y ,Origin + 0x8 = Z)
NameInGame = 0x309C,
ResetName = 0x301C,
ClanTag = 0x310C,
KillClient = 0x24,(0x00 - Kill (Not effective against god mode))
ActiveUser = 0x314C, (0x03, 0xFF - not in game, Other - In Game)
Jetpack = 0x30, (*Float)
Jammer|Laser|Disable Weapons = 0x125, (Laser - 0x01, Jammer - 0x40, Disable Weapons - 0x30, Jammer&Laser - 0x41)
KillAndScare = 0x24, (0xFF,0xFF - On) (Die to turn off)
OrangeBoxes|ThirdPerson = 0x13, (Orange Boxes - 0x50 , Third Person - 0x07 , Both - 0x57)
PlayerSpeed = 0x3050, (On - 0x40 , Off - 0x3F) (*Float)
AkimboPrimary = 0x341, (On - 0x01 , Off - 0x00)
AkimboSecondary = 0x351, (On - 0x01 , Off - 0x00)
SpectatorGodMod = 0x12, (On - 0xFF , Off - 0x40)
UAV = 0x3165, (On - 0x01 , Off - 0x00)
Lag = 0x2F9F, (On - 0x00 , Off - 0x02)
mFlag = 0x331F, (0x00 - Off , 0x01 - NoClip ,0x02 - UFO MOD ,0x04 - Freeze)
SkateMode = 0xE, (On - 0x01 , Off - 0x00)
Team = 0x3063, (Free For All - 0x08 ,Spectator Team - 0x03 ,Federation Team - 0x01 ,Ghosts Team - 0x02)
ImpactBullets = 0x30D3(0xFF - On , 0x60 - Off)
AllPerks = 0xA2A,
(On - 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF)
(Off - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0xC0, 0x80, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00)
Alive = 0x2F83; (0x03 - Connecting, 0x02 - Spectator, 0x01 - Dead,0x00 - Alive)
Ammo: [[COLOR="#0000FF"]0x0F,0xFF,0xFF,0xFF[/COLOR] = Inffintie Ammo | [COLOR="#0000FF"]0x00,0x00,0x00,0x1E[/COLOR] - 31 Bullets]
PrimaryBullets = 0x558,
PrimaryClip = PrimaryBullets - 0xF0,
SecondaryBullets = PrimaryBullets + 0x10,
SecondaryClip = PrimaryBullets - 0xE0,
Lethal = PrimaryBullets - 0x20,
Tactical = PrimaryBullets - 0x10;



G_Entity:
    
GE_ (G_Client Address) = 0xE04980,
public static UInt32 G_Client(UInt32 Index, UInt32 Client)
{
UInt32 GC_ = GC_;
return GC_ + Index + (Client * 0x280);
}
Do G_Entity Address + (The Hex) = The Address you looking for
Exmple:
G_Entity + 0x1AA = Health Offset


Health = 0x1AA,
Model = 0x171;([URL="https://pastebin.com/hT7tn7ui"][COLOR="#0000FF"]Models List[/COLOR][/URL])
[/Spoiler]


God Mode:
    Offset1 = 0x303C, (On - 0x0F,0xFF,0xFF,0xFF , Off - 0x00,0x00,0x00,0x64) - G_ClientIndex
Offset2 = 0x1D0, (On - 0x0F,0xFF,0xFF,0xFF , Off - 0x00,0x00,0x00,0x64) - G_ClientIndex
Offset3 = 0x1AA, (On - 0xFF,0xFF , Off - 0x00,0x64) - G_EntityIndex


Lobby:

    
God Mode for all players = 0x0023D180, [On - 0x60, 0x00, 0x00, 0x00 | Off - 0x90, 0x9B, 0x01, 0xA8]
Jump = 0x000ec748, (*Float)
FullAuto = 0x0010EADC,
Wallbreach = 0x22DF6E,
Speed = 0x0022dfbc,
FallDamage = 0xF909C,
Gravity = 0x22FE12,
[[URL="https://pastebin.com/KKbE0eNe"]Bytes On/Off[/URL]]



No Host:
    
Pro Mode = 0x024F705C, (Just Change Value, 0x42, 0x82 - Off)
NoRecoil = 0x588AE4, (On - 0x60 ,0x00 ,0x00 ,0x00 | Off - 0x4B, 0xB9, 0x7D, 0xCD)
AdvancedUAV = 0x140A7A, (On - 0x01 , Off - 0x00)
UAV = 0x024F6714 (0x01 - On | 0x00 - Off)
Laser = 0x698A3B, (On - 0x01 | Off - 0x00)
OrangeBoxes = 0x149174, (On - 0x60, 0x00, 0x00, 0x00 | Off - 0x41, 0x82, 0x00, 0x0C)
ChromePlayers = 0x47895B, (On - 0x01 | Off - 0x00)
Wallhack = 0x024D839C, (On - 0x42, 0x80 | Off - 0x40, 0x80)
MapSize = 0x024EE644, (On - 0x3F, 0xFF | 0x3F, 0x80)
CompassSize = 0x024f690c, (Small - 0x45, 0xBB | Large - 0x44, 0x00 | Normal - 0x44, 0xBB)
Super Steady Aim = 0x12160C, (On - 0x2C, 0x03, 0x00, 0x00 | Off - 0x2C, 0x03, 0x00, 0x02)
HuD in Hardcore = 0x024DF0BC, (On - 0x00 | Off - 0x01)
GlowColor (Color) = 0x16ABA3;
Colors:
Off - 0x00
Black - 0xFF
White - 0xF3
Purple - 0xF5
Light Green - 0xF7
Green - 0xF9
Orange - 0xFB
Yellow - 0xFD


Scripts:

No Host Buttons/DPAD's (Key_IsDown)
                    private static UInt32 Key_IsDown = 0xCBCCC0;
public enum Buttons
{
DpadDown = 255,
DpadLeft = 0x10B,
DpadRight = 0x117,
DpadUp = 0xF3,
R1 = 0x4B,
L1 = 0x43,
R2 = 0xE7,
L2 = 0xDB,
R3 = 0xD3,
L3 = 0xC3,
Cross = 0x13,
Square = 0x27,
Triangle = 0x33,
Circle = 0x1B
}
public static bool PressedButton(Buttons Button)
{
if (PS3.Extension.ReadByte(Key_IsDown + (UInt32)Button) != 0)
return true;
else return false;
}
public static void Exmple()
{
if (PressedButton(Buttons.DpadUp))
{
MessageBox.Show("DPAD UP PRESSED");
}
}



Keyboard:
    public static string Keyboard(int clientIndex, string Title = "", string PresetText = "", int MaxLength)
{
RPC.CallFunction(0x3652A8, new object[] { clientIndex, Title, PresetText, MaxLength, 0, 0xa69578, 0xa70118 });
while (PS3.Extension.ReadInt32(0xA8CD64) != 0)
{
continue;
}
return PS3.Extension.ReadString(0x29F0E22);
}



RPC:

    
//Choco's RPC CEX/DEX - 1.14 [Using PS3Lib]
#region RPC
private static uint function_address = Look at the Addresses Up the thread for this address;
public static int CallFunction(uint func_address, params object[] parameters)
{
int length = parameters.Length;
uint num2 = 0;
for (uint i = 0; i < length; i++)
{
if (parameters[i] is int)
{
byte[] array = BitConverter.GetBytes((int)parameters[i]);
Array.Reverse(array);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), array);
}
else if (parameters[i] is uint)
{
byte[] buffer2 = BitConverter.GetBytes((uint)parameters[i]);
Array.Reverse(buffer2);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), buffer2);
}
else if (parameters[i] is string)
{
byte[] buffer3 = Encoding.UTF8.GetBytes(Convert.ToString(parameters[i]) + "\0");
PS3.SetMemory(0x10050054 + (i * 0x400), buffer3);
uint num4 = 0x10050054 + (i * 0x400);
byte[] buffer4 = BitConverter.GetBytes(num4);
Array.Reverse(buffer4);
PS3.SetMemory(0x10050000 + ((i + num2) * 4), buffer4);
}
else if (parameters[i] is float)
{
num2++;
byte[] buffer5 = BitConverter.GetBytes((float)parameters[i]);
Array.Reverse(buffer5);
PS3.SetMemory(0x10050024 + ((num2 - 1) * 4), buffer5);
}
}
byte[] bytes = BitConverter.GetBytes(func_address);
Array.Reverse(bytes);
PS3.SetMemory(0x1005004c, bytes);
System.Threading.Thread.Sleep(20);
byte[] memory = new byte[4];
PS3.GetMemory(0x10050050, memory);
Array.Reverse(memory);
return BitConverter.ToInt32(memory, 0);
}

public static void WritePPC()
{
PS3.SetMemory(function_address, new byte[] { 0x4e, 0x80, 0, 0x20 });
System.Threading.Thread.Sleep(20);
byte[] memory = new byte[] {
0x7c, 8, 2, 0xa6, 0xf8, 1, 0, 0x80, 60, 0x60, 0x10, 5, 0x81, 0x83, 0, 0x4c,
0x2c, 12, 0, 0, 0x41, 130, 0, 100, 0x80, 0x83, 0, 4, 0x80, 0xa3, 0, 8,
0x80, 0xc3, 0, 12, 0x80, 0xe3, 0, 0x10, 0x81, 3, 0, 20, 0x81, 0x23, 0, 0x18,
0x81, 0x43, 0, 0x1c, 0x81, 0x63, 0, 0x20, 0xc0, 0x23, 0, 0x24, 0xc0, 0x43, 0, 40,
0xc0, 0x63, 0, 0x2c, 0xc0, 0x83, 0, 0x30, 0xc0, 0xa3, 0, 0x34, 0xc0, 0xc3, 0, 0x38,
0xc0, 0xe3, 0, 60, 0xc1, 3, 0, 0x40, 0xc1, 0x23, 0, 0x48, 0x80, 0x63, 0, 0,
0x7d, 0x89, 3, 0xa6, 0x4e, 0x80, 4, 0x21, 60, 0x80, 0x10, 5, 0x38, 160, 0, 0,
0x90, 0xa4, 0, 0x4c, 0x90, 100, 0, 80, 0xe8, 1, 0, 0x80, 0x7c, 8, 3, 0xa6,
0x38, 0x21, 0, 0x70, 0x4e, 0x80, 0, 0x20
};
PS3.SetMemory(function_address + 4, memory);
PS3.SetMemory(0x10050000, new byte[0x2854]);
PS3.SetMemory(function_address, new byte[] { 0xf8, 0x21, 0xff, 0x91 });
}
#endregion
//Enable: WritePPC();
pastebin: [URL="https://pastebin.com/rKWrdC1e"]https://pastebin.com/rKWrdC1e[/URL]


G_GivePlayerWeapon:

    
public class Offsets
{
public UInt32
G_GivePlayerWeapon = Look at the Addresses Up the thread for this address,
Add_Ammo = Look at the Addresses Up the thread for this address,
G_Client = Look at the Addresses Up the thread for this address,
SV_GameSendServerCommand = Look at the Addresses Up the thread for this address;
}
#region G_GiveplayerWeapon (GiveWeapon)
public static void GiveWeapon(int client, int weapon, int ammo, int akimbo)
{
CallFunction(Offsets.G_GivePlayerWeapon, (uint)(Offsets.G_Client + (client * 0x3700)), weapon, akimbo);
CallFunction(Offsets.Add_Ammo, (uint)(Offsets.G_Client + (client * 0x3700)), weapon, 0, ammo, 1);
CallFunction(Offsets.SV_GameSendServerCommand, client, 0, "a \"" + weapon + "\"");
}
#endregion
//Exmple:
public void Test()
{
GiveWeapon(0, 37, 999, 0);
//Will give a walking I.M.S to client 0
}

(You must login or register to view this content.)


Set Model:

    
public class Offsets
{
public UInt32
G_SetModel= Look at the Addresses Up the thread for this address,
G_Entity= Look at the Addresses Up the thread for this address;
}
public void SetModel(int client, string model)
{
CallFunction(Offsets.G_SetModel, Offsets.G_Entity + (client * 0x280), model);
}
//Exmple:
public void Test()
{
SetModel(0,"mp_fullbody_juggernaut_heavy_black")
//Will give Juggernaut Model to client 0
}

(You must login or register to view this content.)


Entity Spawner
    
#region Entity Spawner
public static uint
G_SpawnAddress = Look at the Addresses Up the thread for this address,
G_SetModel = Look at the Addresses Up the thread for this address,
SP_Script_Model = Look at the Addresses Up the thread for this address,
SV_UnlinkEntity = Look at the Addresses Up the thread for this address,
SV_LinkEntity = Look at the Addresses Up the thread for this address,
G_EntityAddress = Look at the Addresses Up the thread for this address,
SV_SetBrushModel = Look at the Addresses Up the thread for this address;

public static Int32 G_Spawn()
{
return Call(G_SpawnAddress);
}
public static Int32 SpawnCrate(String MapName, Single X, Single Y, Single Z, Single Forward = 0, Single Yaw = 0, Single Pitch = 0)
{
return SpawnModel(MapName, "carepackage_friendly_iw6", X, Y, Z, Forward, Yaw, Pitch);
}
public static void MoveEnt(int ent, float x, float y, float z)
{
Byte[] buffer = new Byte[24];
ArrayBuilder Build = new ArrayBuilder(buffer);
Build.Write.SetFloat(0, x);
Build.Write.SetFloat(4, y);
Build.Write.SetFloat(8, z);
PS3.Extension.WriteBytes((UInt32)ent + 0x138, buffer);
}
public static Int32 SpawnModel(String MapName, String ModelName, Single X, Single Y, Single Z, Single Forward = 0, Single Yaw = 0, Single Pitch = 0)
{
Int32 Ent = G_Spawn();
Byte[] buffer = new Byte[24];
ArrayBuilder Build = new ArrayBuilder(buffer);
Build.Write.SetFloat(0, X);
Build.Write.SetFloat(4, Y);
Build.Write.SetFloat(8, Z);
Build.Write.SetFloat(12, Forward);
Build.Write.SetFloat(16, Yaw);
Build.Write.SetFloat(20, Pitch);
PS3.Extension.WriteBytes((UInt32)Ent + 0x138, buffer);
Call(G_SetModel, Ent, ModelName);
Call(SP_Script_Model, Ent);
MakeSolid(Ent, MapName);
return Ent;
}
public static void MakeSolid(Int32 Entity, String Mapname)
{
Call(SV_UnlinkEntity, Entity);
PS3.Extension.WriteByte((UInt32)Entity + 0x101, 4);
UInt32 Brush = 0;
switch (Mapname)
{
case "mp_prisonbreak":
Brush = G_Entity(0x3Cool Man (aka Tustin);
break;
case "mp_dart":
Brush = G_Entity(0x6B);
break;
case "mp_lonestar":
Brush = G_Entity(0x6A);
break;
case "mp_frag":
Brush = G_Entity(0x55);
break;
case "mp_snow":
Brush = G_Entity(0x56);
break;
case "mp_fahrenheit":
Brush = G_Entity(0xACool Man (aka Tustin);
break;
case "mp_hasima":
Brush = G_Entity(0x63);
break;
case "mp_warhawk":
Brush = G_Entity(0x45);
break;
case "mp_sovereign":
Brush = G_Entity(0x72);
break;
case "mp_zebra":
Brush = G_Entity(0x44);
break;
case "mp_skeleton":
Brush = G_Entity(0x3A);
break;
case "mp_chasm":
Brush = G_Entity(0x49);
break;
case "mp_flooded":
Brush = G_Entity(0x57);
break;
case "mp_strikezone":
Brush = G_Entity(0x57);
break;
}
PS3.Extension.WriteUInt32((UInt32)Entity + 0x8C, PS3.Extension.ReadUInt32(Brush + 0x8C));
Call(SV_SetBrushModel, Entity);
Or_Int32((UInt32)Entity + 0x11C, PS3.Extension.ReadInt32((UInt32)Entity + 0x11C));
Call(SV_LinkEntity, Entity);
}
public static UInt32 G_Entity(Int32 clientIndex)
{
return G_EntityAddress + ((UInt32)clientIndex * 0x280);
}

public static void Or_Int32(UInt32 address, Int32 input)
{
Int32 or = PS3.Extension.ReadInt32(address);
or |= input;
PS3.Extension.WriteInt32(address, or);
}

public static float[] GetOrigin(uint Client)// get origins
{
float[] Origin = new float[3];
for (int i = 0; i < 3; i++)
Origin[i] = PS3.Extension.ReadFloat(0x00F4449C + (0x3700 * Client));
return Origin;
}
public static void SetOrigin(uint Client, float[] Origin)
{
PS3.Extension.WriteFloat(PlayerState + 0x1C + (0x3700 * Client), Origin[0]);
PS3.Extension.WriteFloat(PlayerState + 0x20 + (0x3700 * Client), Origin[1]);
PS3.Extension.WriteFloat(PlayerState + 0x24 + (0x3700 * Client), Origin[2]);
}
public float[] getOrigin(int clientIndex)
{
return ReadSingle(G_ClientFunc(clientIndex, 0x1C), 3);
}
public static uint G_ClientFunc(int clientIndex, uint Mod)
{
UInt32 PlayerState = 0x00F44480;
return (PlayerState + (UInt32)Mod) + ((uint)clientIndex * 0x3700);
}
#endregion
//How to get origin for exmple:
float[] Origin = getOrigin((Int32)Client.Value);
X.Value = (int)Origin[0];
Y.Value = (int)Origin[1];
Z.Value = (int)Origin[2];
Open Source (Thanks to xReaperv3):
Just update the addresses.
[URL="https://www.mediafire.com/download/la04031m4aox5km/Ghosts+Entity+Spawner.rar"]Open Source[/URL]
[URL="https://www.virustotal.com/de/file/19540f37f2dee5af574a3d802e1b3cb4a1e802f97d86bad282d83cb5d1b0bffe/analysis/1402160415/"]Virus Scan[/URL]
[/Spoiler]




Aimbot: [by Sticky]
                    #region Aimbot
public static class Aimbot
{
public static PS3API PS3 = new PS3API();
public class Offsets
{
public static uint
g_client = Look at the Addresses Up the thread for this address,
clientSize = 0x3700,
g_entity = Look at the Addresses Up the thread for this address,
entitySize = 0x280,
setClientViewAngles = Look at the Addresses Up the thread for this address;
}
public static float[] ReadSingle(uint address, int length)
{
byte[] memory = PS3.Extension.ReadBytes(address, length * 4);
ReverseBytes(memory);
float[] numArray = new float[length];
for (int index = 0; index < length; ++index)
numArray[index] = BitConverter.ToSingle(memory, (length - 1 - index) * 4);
return numArray;
}
public static void WriteSingle(UInt32 address, float[] input)
{
Int32 length = input.Length;
Byte[] array = new Byte[length * 4];
for (Int32 i = 0; i < length; i++)
{
ReverseBytes(BitConverter.GetBytes(input[i])).CopyTo(array, (Int32)(i * 4));
}
PS3.SetMemory(address, array);
}

public static byte[] ReverseBytes(Byte[] toReverse)
{
Array.Reverse(toReverse);
return toReverse;
}
public static uint G_Client(int client)
{
return Offsets.g_client + (Offsets.clientSize * (uint)client);
}
public static uint G_Entity(int client)
{
return Offsets.g_entity + (Offsets.entitySize * (uint)client);
}
public static float[] getOrigin(int client)
{
return ReadSingle(G_Client(client) + 0x1C, 3);
}
public static float[] vectoangles(float[] Angles)
{
float num2;
float num3;
float[] numArray = new float[3];
if ((Angles[1] == 0f) && (Angles[0] == 0f))
{
num2 = 0f;
if (Angles[2] > 0f)
{
num3 = 90f;
}
else
{
num3 = 270f;
}
}
else
{
if (Angles[0] != -1f)
{
num2 = (float)((Math.Atan2((double)Angles[1], (double)Angles[0]) * 180.0) / 3.1415926535897931);
}
else if (Angles[1] > 0f)
{
num2 = 90f;
}
else
{
num2 = 270f;
}
if (num2 < 0f)
{
num2 += 360f;
}
float num = (float)Math.Sqrt((double)((Angles[0] * Angles[0]) + (Angles[1] * Angles[1])));
num3 = (float)((Math.Atan2((double)Angles[2], (double)num) * 180.0) / 3.1415926535897931);
if (num3 < 0f)
{
num3 += 360f;
}
}
numArray[0] = -num3;
numArray[1] = num2;
return numArray;
}
public static float[] getVector(int shooter, int victim)
{
float[] numArray = getOrigin(shooter);
float[] numArray2 = getOrigin(victim);
return new float[] { (numArray2[0] - numArray[0]), (numArray2[1] - numArray[1]), (numArray2[2] - numArray[2]) };
}
public static int nearestPlayer(int shooter)
{
int victim = -1;
float closest = float.MaxValue;
for (int i = 0; i < 12; i++)
{
float XYZ = getOrigin(shooter)[0] - getOrigin(i)[0];
float distance = (float)Math.Sqrt(XYZ * XYZ);
if ((i != shooter))
{
if (distance < closest)
{
victim = i;
closest = distance;
}
}
}
return victim;
}
public static void setClientViewAngles(int client)
{
int victim = nearestPlayer(client);
float[] angles = vectoangles(getVector(client, victim));
WriteSingle(0x10004000, angles);
RPC.CallFunction(Offsets.setClientViewAngles, new object[] { G_Entity(client), 0x10004000, angles });
}
}
#endregion[/Spoiler]



SV_GameSendServerCommand (by Anera):
            public  byte[] StringToByteArray(String hex)
{
int NumberChars = hex.Length;
byte[] bytes = new byte[NumberChars / 2];
for (int i = 0; i < NumberChars; i += 2)
bytes[i / 2] = Convert.ToByte(hex.Substring(i, 2), 16); // exception here
return bytes;
}
public void SV_GameSendServerCommand(int client, string command)
{
UInt32 GSSC = Look at the Addresses Up the thread for this address (SV_GameSendServerCommand Address);
byte[] buff = BitConverter.GetBytes(client);
PS3.SetMemory(0x2000000, StringToByteArray(command + "\0"));
PS3.SetMemory(GSSC , new byte[] { 0x38, 0x60, buff[1], buff[0], 0x38, 0x80, 0x00, 0x00, 0x3C, 0xA0, 0x02, 0x00, 0x48, 0x2a, 0x1f, 0x65, 0x40 });
System.Threading.Thread.Sleep(15);
PS3.SetMemory(0x2000000, new byte[100]);
PS3.SetMemory(GSSC, new byte[] { 0x3C, 0x60, 0x01, 0x44, 0x80, 0x63, 0x41, 0xb0, 0x88, 0x63, 0x00, 0x0C, 0x2C, 0x03, 0x00, 0x00, 0x41 });
}


Get Server Details:
            //Server Details Code Starting Here
private String ReturnInfos(Int32 Index)
{
UInt32 g_gametype = Look at the Addresses Up the thread for this address;
return Encoding.ASCII.GetString(PS3.GetBytes(g_gametype , 0x100)).Replace(@"\", "|").Split('|'Winky Winky[Index];
}
public String getMapName()
{
String Map = ReturnInfos(6);
switch (Map)
{
default: return "Unknown Map";
case "mp_prisonbreak": return "Prison Break";
case "mp_dart": return "Octane";
case "mp_lonestar": return "Tremor";
case "mp_frag": return "Freight";
case "mp_snow": return "Whiteout";
case "mp_fahrenheit": return "Stormfront";
case "mp_hasima": return "Siege";
case "mp_warhawk": return "Warhawk";
case "mp_sovereign": return "Sovereign";
case "mp_zebra": return "Overlord";
case "mp_skeleton": return "Stonehaven";
case "mp_chasm": return "Chasm";
case "mp_flooded": return "Flooded";
case "mp_strikezone": return "Strikezone";
case "mp_descent": return "Free Fall";
case "mp_ca_red_river": return "Contaiment";
case "mp_ca_rumble": return "BayView";
case "mp_swamp": return "Fog";
case "mp_boneyard_ns": return "Ignition";
case "mp_alien_town": return "Point of Contact";
case "mp_alien_armory": return "NightFall";
case "mp_favela_iw6": return "Favela";
case "mp_pirate": return "Mutiny";
case "mp_dig": return "Pharaoh";
case "mp_zulu": return "Departed";
}
}
public String getGameMode()
{
String GM = ReturnInfos(2);
switch (GM)
{
default: return "Unknown Gametype";
case "war": return "Team Deathmatch";
case "dm": return "Free for All";
case "sd": return "Search and Destroy";
case "dom": return "Domination";
case "conf": return "Kill Confirmed";
case "sr": return "Search and Rescue";
case "grind": return "Grind";
case "blitz": return "Blitz";
case "cranked": return "Cranked";
case "infect": return "Infected";
case "sotf": return "Hunted";
case "dem": return "Demolition";
case "horde": return "Safeguard";
case "sotf_ffa": return "Hunted FFA";
case "gun": return "Gun Game";
}
}

public String getHardcore()
{
String HC = ReturnInfos(4);
switch (HC)
{
default: return "Unknown Gametype";
case "0": return "Hardcore - Off";
case "1": return "Hardcore - On";
}
}

public String getHostName()
{
String Host = ReturnInfos(1Cool Man (aka Tustin);
if (Host == "Modern Warfare 3")
return "Dedicated Server (No Player is Host)";
else if (Host == "")
return "You are not In-Game";
else return Host;
}
//Server Details Code Ends Here
//You should use PS3Lib

How to use:
Put 4 labels on your Form as example

label1.Text = getHostName();
label2.Text = getMapName();
label3.Text = getGameMode();
label4.Text = getHardcore();

[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/717815-get-map-name-hardcore-host-name-gametype-name-functions-c-1-13-a-post5839447.html#post5839447"]Full Code[/URL]
[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-modding-tools/717814-release-get-server-details-tool-open-source-download-1-11-a.html"]Source[/URL]


Anti Ban: (By Prime Notorious)

    0x006FD047
0x006FD04B
0x006FD04F
0x006FC33F
0x006FBF5B
Set to: 0x00

0x006FC368 - reportConsoleDetails (Thanks to BLiNDzZ)
0x005D3270 - Stops antiCheat from being called (Thanks to BLiNDzZ)
Bytes : 0x60, 0x00, 0x00, 0x00
[B]Script:[/B]
[Code]#include <idc.idc>

static searchBinary(name, binary, offset, length)
{
auto currentAddress, lastAddress;
for(currentAddress=0; currentAddress != BADADDR; currentAddress=currentAddress+4)
{
currentAddress = FindBinary(currentAddress, SEARCH_DOWN, binary);
if(currentAddress == BADADDR)
{
Message("%s not found!\n", name);
break;
}
currentAddress = currentAddress - offset;
MakeUnknown(currentAddress, length, 0);
MakeCode(currentAddress);
MakeFunction(currentAddress, currentAddress + length);
if(MakeNameEx(currentAddress, name, SN_NOCHECK|SN_NOWARN) != 1)
MakeNameEx(currentAddress, name, 0);
Message("\t%s offset: 0x%08X\n", name, currentAddress);
break;
}
}

static findDemonware()
{
searchBinary("DemonWare1", "7C 66 A9 2D 40 82 FF F0 30 61 00 70 38 80 00 32", 0x329, 0x1BCool Man (aka Tustin);
searchBinary("Demonware2", "7C 9C A9 2D 40 82 FF F0 2C 03 00 00 40 82 00 24", 0x3F9, 0x1BCool Man (aka Tustin);
searchBinary("DemonWare3", "4E 9E 04 21 80 A1 00 B0 2C 05 00 00 90 BB 1F AC", 0x591, 0x1BCool Man (aka Tustin);
searchBinary("DemonWare4", "A3 81 00 94 93 DD 00 00 93 9D 00 04 2C 1C 00 00", 0x3F9, 0x1BCool Man (aka Tustin);
searchBinary("Demonware5", "57 DB E9 7E 30 D8 00 02 78 A5 D1 46 7B 67 2E A4", 0xFFFFFFFFFFD828E9, 0x1BCool Man (aka Tustin);
}

static main()
{
Message("Antiban Finder Script by: Notorious\n");
findDemonware();
return 0;
}


Go thank to Notorious for that: You must login or register to view this content.
[/Code]


On PlayerSpawn (by AlmightySo)
            public void onPlayerSpawned(int Client)
{
if(PS3.Extension.ReadByte(G_Client + 0x2F82 + (uint)Client* 0x3700) == 1)
{
Thread.Sleep(2000);
iPrintlnBold(Client, "^5This is welcome text for player spawned!");
}
}
onPlayerSpawned(0);//Monitors Death For Client 0


Buttons:

Button Monitoring (by seb5594)
            public class Buttons
{
public static UInt32
X = 262144,
Square = 805306368,
L1 = 526336,
L2 = 8388608,
L3 = 35651584,
R1 = 16777216,
R2 = 4194304,
R3 = 67108868,
Crouch = 131072,
Prone = 65536,
StartButton = 32768;
}
public Boolean ButtonPressed(UInt32 clientIndex, UInt32 Button)
{
if (BitConverter.ToUInt32(GetBytes(G_Client + 0x3330 + (clientIndex * 0x3700), 4), 0) == Button)
return true;
else return false;
}
public byte[] GetBytes(uint address, int length)
{
byte[] buffer = new byte[length];
PS3TMAPI.ProcessGetMemory(0, PS3TMAPI.UnitType.PPU, processID, 0L, (ulong)address, ref buffer);
return buffer;
}
//In a timer:
private void TestButtons()
{
if (ButtonPressed(0, Buttons.X))
MessageBox.Show("Client 0 Pressed X");
if (ButtonPressed(0,( Buttons.L1 + Buttons.R1)))
MessageBox.Show("Client 0 Pressed L1 + R1");
}

[URL="https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/691478-all-clients-buttons-monitoring-c-1-11-a-4.html"]Source[/URL]




HuD Elements:

    
To big to the thread
So here: [URL="https://pastebin.com/ccV2Q6Sg"]Call Of Duty Ghosts - HuDElements 1.13[/URL]


SV_GameSendServerCommand:

    
#region SV_GameSendServerCommand
public static void SV_GameSendServerCommand(int client, string text, int type = 0)
{
UInt32 SV_GameSendServerCommand_Offset = Look at the Addresses Up the thread for this address;
RPC.CallFunction(SV_GameSendServerCommand_Offset, client, 0, (text));
}
public static void NoGun(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "a \"" + input + "\"");
}
public static void iPrintln(int client, string input)
{
SV_GameSendServerCommand(client, "c \"" + input + "\"");
}
public static void iPrintlnBold(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "e \"" + input + "\"");
}
public static void Vision(int client, String input)
{
SV_GameSendServerCommand((int)client, "J \"" + input + "\"");
}
public static void Blury(int client, String input)
{
SV_GameSendServerCommand((int)client, "i \"" + input + "\"");
}
public static void ICE(int client, String input)
{
SV_GameSendServerCommand((int)client, "q 132 \"" + input + "\"");
}
public static void PlaySound(int client, String input)
{
SV_GameSendServerCommand((int)client, "n \"" + input + "\"");
}
public static void KickWithError(int client, String input)
{
SV_GameSendServerCommand((int)client, "r \"" + input + "\"");
}
public static void Fov(int client, String input)
{
SV_GameSendServerCommand((int)client, "q \"13 \"" + input + "\"");
}
public static void CompassSize(int client, String input)
{
SV_GameSendServerCommand((int)client, "q \"23 \"" + input + "\"");
}
public static void SendClientDvar(int clientNumber, string input)
{
SV_GameSendServerCommand(clientNumber, "q " + input + "");
}
#endregion


Cbuf_AddText

                    #region Cbuf_AddText
public static void Cbuf_AddText(UInt32 Client, String Command)
{
UInt32 Cbuf_AddText_Offset = 0x2B061C;
CallFunction(Cbuf_AddText_Offset, Client, Command);//1.09 - 0x2AF8AC 1.07 - 0x2AA134
}
#endregion
//Exmple: Cbuf_AddText(0,cg_fov 90);



Trippy/Drugs/Drunk/Spining Mode:

    
public static void SV_GameSendServerCommand(int client, string text, int type = 0)
{
UInt32 SV_GameSendServerCommand_Offset = Look at the Addresses Up the thread for this address;
RPC.CallFunction(SV_GameSendServerCommand_Offset, client, 0, (text));
}
public void SpiningMode(UInt32 Client)
{
//Some Visions:
String
ac130 = "ac130",
ac130_enhanced = "ac130_enhanced",
ac130_enhanced_mp = "ac130_enhanced_mp",
ac130_inverted = "ac130_inverted",
ac130_thermal = "ac130_thermal",
aftermath = "aftermath",
black_bw = "black_bw",
cheat_bw = "cheat_bw",
coup_sunblind = "coup_sunblind",
default_night = "default_night",
default_night_mp = "default_night_mp",
end_game = "end_game",
mpnuke = "mpnuke",
mpnuke_aftermath = "mpnuke_aftermath",
mpoutro = "mpoutro",
near_death = "near_death",
near_death_mp = "near_death_mp";
//end_game = Red Vision, You can change to whatever vision you like
int TripModeSwitch = 0;
Int32 ClientInt = (Int32)Client;
UInt32 Spining_Address = Look at the clients offsets for it;
UInt32 ClientIndex = Spining_Address + (Client * 0x3700);
if (TripModeSwitch == 0)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x49 });
SV_GameSendServerCommand(ClientInt, "J ac130_thermal");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 1)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x48 });
SV_GameSendServerCommand(ClientInt, "J aftermath");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 2)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x47 });
SV_GameSendServerCommand(ClientInt, "J default_night_mp");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 3)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x46 });
SV_GameSendServerCommand(ClientInt, "J near_death_mp");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 4)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x45 });
SV_GameSendServerCommand(ClientInt, "J mpnuke_aftermath");
Thread.Sleep(300);
TripModeSwitch++;
}
else if (TripModeSwitch == 5)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x44 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 6)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x43 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 7)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x42 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == Cool Man (aka Tustin)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x41 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch++;
}
else if (TripModeSwitch == 9)
{
PS3.SetMemory(ClientIndex, new byte[] { 0x40 });
SV_GameSendServerCommand(ClientInt, "J end_game");
Thread.Sleep(100);
TripModeSwitch = 0;
}
}

Then add this to a timer and do it like:
private void timer1_Tick(object sender, EventArgs e)
{
SpiningMode(0);
//Will give the mode to client 0!
}
//then: timer1.Start();
You can use a thread/BackgroundWorker/timer or whatever you like Smile



FPS:

    0x0036D41F [Enable = 0x01] [Disable = 0x00]
0x36D375 - SIZE [Good Size = 0x18]
0x36D378 - PositionX [Good Position = 0x41]
0x36D37C - PositionY [Good Position = 0x43, 0x48
0x00859a40 - Text

How to find FPS On Ida: https://www.nextgenupdate.com/forums/call-duty-ghosts-mods-cheats-glitches/738095-fps-infos.html


Key_IsDown [Single Player]

    
#region Key_IsDown
private static void GetMemoryR(uint Address, ref byte[] Bytes)
{
PS3.GetMemory(Address, Bytes);
}
public static string Key_IsDown()
{
uint Key_isDown = 0x013793cd;
byte[] Key = new byte[3];
GetMemoryR(Key_isDown, ref Key);
string mystring = null;
mystring = BitConverter.ToString(Key);
string result = mystring.Replace("-", "");
string result1 = result.Replace(" ", "");
string key = result1;
string KeyPressed = "";
if (((key == "000030")|| (key == "000230")) || (key == "000130"))
{
KeyPressed = "[ ]";
}
else if (key == "000400")
{
KeyPressed = "X";
}
else if (((key == "002002") || (key == "002202")) || (key == "002102"))
{
KeyPressed = "L3";
}
else if (((key == "000004") || (key == "000204")) || (key == "000104"))
{
KeyPressed = "R3";
}
else if (((key == "080800") || (key == "080A00")) || (key == "080900"))
{
KeyPressed = "L1";
}
else if (((key == "000101") || (key == "000201")) || (key == "000001"))
{
KeyPressed = "R1";
}
else if (((key == "004000") || (key == "004200")) || (key == "004100"))
{
KeyPressed = "R2";
}
else if (((key == "008100") || (key == "008200")) || (key == "008000"))
{
KeyPressed = "L2";
}
else if (((key == "002006") || (key == "002206")) || (key == "002106"))
{
KeyPressed = "L3 + R3";
}
else
{
KeyPressed = key;
}
return KeyPressed;
}
//Exmple:
//Use Timer/Thread/backgroundWorker or whatever you want, aslong that is run like a timer.
public void Test()
{
if (Key_IsDown() == "X")
{
MessageBox.Show("The button X Have been pressed", "Success", MessageBoxButtons.OK, MessageBoxIcon.Information);
//When you will press the button "X" you will get this messageBox pop up.
}
}
#endregion
[URL="https://pastebin.com/Lcy73H3D"]pastebin link[/URL]



Jetpack (By AlmightySo)
    
public uint findPS(int client)
{
return ( JetPackoffset on G_Client )+ ((uint)client * 0x3700);
}
public void JetPack(int client)
{
float jH = PS3.Extension.ReadFloat(findPS(client));
jH += 100;
PS3.Extension.WriteFloat(findPS(client), jH);
}

Then you can do with [COLOR="#2B6983"]seb5594[/Color] Button Monitoring:
if (ButtonPressed(0, Buttons.X))
JetPack(0);
//Must be used with timer/thread/backgroundworker
//Can be used on single player aswell, with the single player Key_IsDown function.


Models List:
    void
tag_ik_target
weapon_sc2010_gold
defaultvehicle
viewmodel_reticle_standard_02
ims_scorpion_explosive_iw6
viewmodel_cz_805_bren
viewmodel_default
defaultweapon
vfx_metal_fracture_piece_small_28
weapon_msbs_gold
ac_prs_prp_metal_debris_a_13
weapon_msbs
weapon_reflex_vmr
ac_prs_prp_metal_debris_a_14
veh_aas72x_tailpiece1_1s
veh_battle_hind_wing_leftpiece2_1s
veh_apache_wing_right_1s
veh_apache_wing_left_pc1_1s
vfx_metal_fracture_piece_med_09
vfx_metal_fracture_piece_med_08
vfx_metal_fracture_piece_med_07
vfx_metal_fracture_piece_med_06
vfx_metal_fracture_piece_med_05
veh_apache_bodypiece02_1s
veh_apache_wing_left_1s
veh_apache_rotor_main_1s
veh_apache_bodypiece01_1s
veh_apache_body_1s
vfx_metal_fracture_piece_med_01
weapon_remington_r5rgp
weapon_us_smoke_grenade_burnt
veh_aas72x_bodypiece03_1s
weapon_acog_iw6
weapon_stow_mid_up
weapon_ak12_gold
weapon_ak12
viewmodel_ak12_camo
vfx_metal_fracture_piece_small_09
ac_prs_prp_metal_debris_a_11
veh_apache_bodypiece05_1s
vfx_metal_fracture_piece_small_24
vfx_metal_fracture_piece_small_23
vfx_metal_fracture_piece_small_22
vfx_metal_fracture_piece_small_21
vfx_metal_fracture_piece_small_20
viewmodel_grenade_launcher_no_cover
viewmodel_reticle_acog_02
veh_battle_hind_wing_left_1p
vehicle_odin_mp
vehicle_skylark
vehicle_drone_backup_buddy_gun
vehicle_drone_backup_buddy
projectile_at4
vfx_metal_fracture_piece_small_19
vehicle_mi17_woodland_d_piece01
weapon_fad_iw6_camo
veh_aas72x_bodypiece10_1s
veh_battle_hind_bodypiece01_2p
ims_scorpion_body_iw6_bombsquad
viewmodel_sc2010_camo
ims_scorpion_body_iw6_placement_failed
veh_battle_hind_bodypiece06_2p
viewmodel_fad_iw6
ac_prs_prp_metal_debris_a_04
vfx_metal_fracture_piece_small_25
vehicle_aas_72x_killstreak
viewmodel_eotech_pwr_reader
viewmodel_reticle_clan_01
weapon_target_finder
weapon_maul_attachment
viewmodel_maul_attachement
projectile_tag
viewmodel_reticle_hybrid_01
fx_rifle_shell_blur
veh_battle_hind_wing_leftpiece3_1p
viewmodel_reticle_hybrid_02
veh_battle_hind_tailpiece2_1p
vfx_metal_fracture_piece_small_16
veh_apache_tailpiece3_1s
vfx_metal_fracture_piece_small_15
weapon_knife_iw6
veh_apache_tailpiece2_1s
weapon_thermal_hybrid
vfx_metal_fracture_piece_small_11
veh_apache_bodypiece11_1s
vfx_metal_fracture_piece_small_10
veh_aas72x_bodypiece02_1s
veh_apache_tailpiece1_1s
weapon_sc2010
viewmodel_reticle_reflex_01
ac_prs_prp_metal_debris_a_06
viewmodel_reticle_reflex_default
veh_apache_bodypiece12_1s
ac_prs_prp_metal_debris_a_07
viewmodel_ak12
veh_aas72x_tail_1s
placeable_barrier
veh_aas72x_tailpiece2_1s
veh_battle_hind_tailpiece1_1p
placeable_barrier_destroyed
veh_aas72x_bodypiece08_1s
veh_battle_hind_rotor_lower_2s
weapon_honeybadger_gold
vfx_metal_fracture_piece_small_29
weapon_honeybadger
ac_prs_prp_metal_debris_a_01
vfx_metal_fracture_piece_med_00
placeable_barrier_obj
prop_flag_neutral
viewmodel_sc2010_gold
vehicle_drone_vanguard_gun
viewmodel_reticle_hybrid_03
weapon_sc2010_camo
viewmodel_reticle_hybrid_04
veh_battle_hind_camerastand_2s
weapon_msbs_camo
veh_battle_hind_body_2s
weapon_sentry_chaingun_obj
viewmodel_msbs_camo
viewmodel_flash_supressor_ar
veh_aas72x_wing_left_1s
viewmodel_reticle_hybrid_default
vfx_metal_fracture_piece_small_05
viewmodel_variable_zoom_relfex
ims_scorpion_body_iw6
vfx_metal_fracture_piece_small_06
vfx_metal_fracture_piece_small_04
veh_battle_hind_wing_leftpiece2_1p
viewmodel_reticle_eotech_02
veh_battle_hind_wing_leftpiece1_1p
viewmodel_reticle_acog_01
viewmodel_reticle_eotech_03
viewmodel_remington_r5rgp_gold
viewmodel_arx_160
vfx_metal_fracture_piece_med_19
fx_space_shell
veh_aas72x_bodypiece09_1s
ac_prs_prp_metal_debris_a_10
viewmodel_cz_805_bren_gold
projectile_m203grenade
weapon_reflex_reddot
placeable_barrier_obj_red
veh_apache_tailpiece5_1s
viewmodel_reddot_reflex_iw6
vfx_metal_fracture_piece_small_07
veh_battle_hind_bodypiece01_2s
viewmodel_base_viewhands
ac_prs_prp_metal_debris_a_15
weapon_cz_805_bren
viewmodel_knife_iw6
veh_battle_hind_body_2p
vfx_metal_fracture_piece_med_18
viewmodel_msbs
vfx_metal_fracture_piece_med_17
weapon_briefcase_bomb_iw6
viewmodel_msbs_gold
vfx_metal_fracture_piece_small_14
veh_battle_hind_bodypiece03_2s
viewmodel_target_finder
veh_battle_hind_bodypiece02_2s
viewmodel_reticle_standard_05
weapon_grenade_launcher_iw6
viewmodel_briefcase_bomb_mp_iw6
viewmodel_reticle_eotech_default
veh_aas72x_bodypiece01_1s
weapon_eotech_pwr_reader
viewmodel_reticle_reflex_05
veh_aas72x_bodypiece11_1s
viewmodel_reticle_hybrid_05
vfx_metal_fracture_piece_small_18
veh_apache_rotor_tail_1s
vfx_metal_fracture_piece_small_17
viewmodel_kriss_gold
veh_apache_bodypiece09_1s
projectile_hellfire_missile
viewmodel_reticle_eotech_05
ac_prs_prp_metal_debris_a_05
weapon_kriss_v_gold
weapon_cz_805_bren_camo
weapon_kriss_v
veh_battle_hind_tail_1s
viewmodel_cz_805_bren_camo
veh_battle_hind_tail_1p
weapon_pp19_bizon_iw6_camo
veh_battle_hind_tailpiece2_1s
veh_battle_hind_gun_pivot_2s
veh_apache_bodypiece07_1s
vehicle_drone_vanguard
veh_apache_rotor_t3_1s
vehicle_a10_warthog_iw6_mp
viewmodel_reticle_standard_03
veh_aas72x_body_1s
weapon_remington_r5rgp_gold
viewmodel_reticle_eotech_04
vfx_metal_fracture_piece_small_01
vfx_metal_fracture_piece_small_03
viewmodel_reticle_reflex_03
vfx_metal_fracture_piece_small_02
veh_battle_hind_bodypiece03_2p
viewmodel_reticle_reflex_04
viewmodel_pp19_bizon_iw6_gold
veh_battle_hind_wing_left_1s
ac_prs_prp_metal_debris_a_09
vfx_metal_fracture_piece_small_27
viewmodel_muzzle_break_ar
vfx_metal_fracture_piece_small_26
viewmodel_reticle_standard_01
weapon_flash_suppressor_iw6_ar
vehicle_fracture_piece_01
weapon_muzzle_brake_iw6_ar
weapon_ak12_camo
veh_aas72x_rotor_main_1s
weapon_sentry_chaingun_obj_red
veh_battle_hind_bodypiece06_2s
veh_apache_bodypiece06_1s
veh_battle_hind_bodypiece04_2s
viewmodel_honeybadger
vehicle_fracture_piece_06
veh_aas72x_bodypiece04_1s
vfx_metal_fracture_piece_small_12
fx_pistol_shell_blur
vfx_metal_fracture_piece_med_14
veh_apache_bodypiece08_1s
vehicle_ac130_low_mp
vehicle_battle_hind
veh_ball_drone_pc04_p1
projectile_javelin_missile
viewmodel_folding_grip
veh_battle_hind_rotor_lower_2p
weapon_cz_805_bren_gold
vfx_metal_fracture_piece_med_04
veh_aas72x_bodypiece05_1s
veh_aas72x_bodypiece07_1s
veh_apache_bodypiece03_1s
veh_aas72x_bodypiece06_1s
viewmodel_reticle_eotech_01
veh_apache_bodypiece04_1s
veh_battle_hind_bodypiece02_2p
viewmodel_remington_r5rgp
weapon_sentry_chaingun
viewmodel_kriss_camo
veh_battle_hind_bodypiece05_2s
weapon_kriss_v_camo
vfx_metal_fracture_piece_med_16
veh_battle_hind_bodypiece07_2s
vehicle_ball_drone_iw6
veh_apache_rotor_m1_1s
viewmodel_remington_r5rgp_camo
weapon_fad_iw6_gold
ac_prs_prp_metal_debris_a_02
weapon_fad_iw6
viewmodel_reticle_reflex_02
ac_prs_prp_metal_debris_a_03
viewmodel_fad_iw6_gold
vfx_metal_fracture_piece_med_03
veh_battle_hind_bodypiece04_2p
vfx_metal_fracture_piece_med_02
veh_battle_hind_tailpiece1_1s
veh_battle_hind_bodypiece05_2p
ac_prs_prp_metal_debris_a_12
viewmodel_reticle_acog_default
weapon_arx_160_camo
viewmodel_acog_iw6
viewmodel_thermal_hybrid
viewmodel_arx_160_camo
veh_battle_hind_bodypiece08_2s
veh_battle_hind_wing_leftpiece3_1s
veh_battle_hind_bodypiece08_2p
vfx_metal_fracture_piece_med_11
viewmodel_silencer_pitted_medium
vfx_metal_fracture_piece_med_10
viewmodel_honeybadger_gold
viewmodel_sc2010
veh_battle_hind_wing_leftpiece1_1s
weapon_silencer_pitted_medium
weapon_foregrip_folding
viewmodel_reticle_acog_03
weapon_arx_160_gold
vfx_metal_fracture_piece_med_12
viewmodel_grenade_launcher
weapon_sentry_chaingun_destroyed
viewmodel_pp19_bizon_iw6
fx_space_shell_blur
veh_aas72x_wing_right_pc1_1s
weapon_remington_r5rgp_camo
veh_aas72x_wing_right_1s
viewmodel_arx_160_gold
vfx_metal_fracture_piece_med_15
veh_ball_drone_pc03_p1
weapon_stow_mid
weapon_sentry_chaingun_bombsquad
vfx_metal_fracture_piece_small_13
vfx_metal_fracture_piece_med_13
viewmodel_kriss
viewmodel_ak12_gold
vfx_metal_fracture_piece_small_00
veh_battle_hind_bodypiece07_2p
ims_scorpion_body_iw6_placement
ac_prs_prp_metal_debris_a_08
vfx_metal_fracture_piece_small_08
viewmodel_reticle_standard_04
weapon_arx_160
viewmodel_reticle_acog_05
weapon_honeybadger_camo
viewmodel_reticle_acog_04
viewmodel_fad_iw6_camo
viewmodel_honeybadger_camo
fx_glass_piece01
fx_glass_piece02
fx_icicle_piece_1
fx_icicle_piece_2
fx_flesh_chunk_01
fx_wood_splinter01_nosound
fx_wood_splinter02_nosound
fx_wood_splinter01
fx_wood_splinter02
fx_rifle_shell
mil_bullet
fx_pistol_shell
fx_bullet_chain
fx_shotgun_shell
fx
fx_me_brick_01
fx_me_brick_01_piece01
fx_me_brick_01_piece02
fx_rock_small
fx_glass_piece_large_01
fx_glass_piece_large_02
fx_glass_piece_large_03
fx_metal_piece02_distant
projectile_cbu97_clusterbomb_tail
projectile_cbu97_clusterbomb_shell
ch_rubble_chunk01
ch_rubble_chunk02
chunk_03
me_stone_block01
me_stone_block02
me_stone_block03
projectile_cbu97_clusterbomb
tag_origin
projectile_bouncing_betty_trigger
fx_metal_piece01
fx_metal_piece02
defaultactor
viewmodel_pp19_bizon_iw6_camo
test_sphere_silver
test_sphere_redchrome
tag_player
prop_dogtags_friend_iw6
weapon_smart_phone_iw6
weapon_pp19_bizon_iw6
weapon_pp19_bizon_iw6_gold
viewmodel_vepr
viewmodel_vepr_gold
weapon_vepr_camo
viewmodel_vepr_camo
weapon_vepr
weapon_vepr_gold
viewmodel_tar21
viewmodel_tar21_gold
weapon_tar21_camo
viewmodel_tar21_camo
weapon_tar21
weapon_tar21_gold
viewmodel_cbj_ms_iw6
viewmodel_cbj_ms_iw6_gold
weapon_cbj_ms_iw6_camo
viewmodel_cbj_ms_iw6_camo
weapon_cbj_ms_iw6
weapon_cbj_ms_iw6_gold
viewmodel_k7
viewmodel_k7_gold
weapon_k7_camo
viewmodel_k7_camo
weapon_k7
weapon_k7_gold
fx_bullet_chain_blur
viewmodel_m27
viewmodel_m27_gold
weapon_m27_camo
viewmodel_m27_camo
weapon_m27
weapon_m27_gold
viewmodel_ameli
viewmodel_ameli_gold
weapon_ameli_camo
viewmodel_ameli_camo
weapon_ameli
weapon_ameli_gold
viewmodel_lsat
viewmodel_lsat_gold
weapon_lsat_iw6_camo
viewmodel_lsat_camo
weapon_lsat_iw6
weapon_lsat_iw6_gold
viewmodel_kac_chainsaw
viewmodel_kac_chainsaw_gold
weapon_kac_chainsaw_camo
viewmodel_kac_chainsaw_camo
weapon_kac_chainsaw
weapon_kac_chainsaw_gold
viewmodel_minigun_iw6
weapon_minigun_iw6
viewmodel_vks
viewmodel_vks_gold
weapon_vks_camo
viewmodel_vks_camo
weapon_vks
weapon_vks_gold
weapon_vks_scope
viewmodel_vks_scope
weapon_silencer_pitted_large
viewmodel_silencer_pitted_large
viewmodel_gm6
viewmodel_gm6_gold
weapon_gm6_camo
viewmodel_gm6_camo
weapon_gm6
weapon_gm6_gold
weapon_gm6_scope
viewmodel_gm6_scope
viewmodel_usr
viewmodel_usr_gold
weapon_usr_camo
viewmodel_usr_camo
weapon_usr
weapon_usr_gold
weapon_usr_scope
viewmodel_usr_scope_mp
viewmodel_l115a3
viewmodel_l115a3_gold
weapon_l115a3_camo
viewmodel_l115a3_camo
weapon_l115a3
weapon_l115a3_gold
weapon_l115a3_scope
viewmodel_l115a3_scope_mp
weapon_l115a3_silencer
viewmodel_l115a3_silencer
viewmodel_imbel_ia2
viewmodel_imbel_ia2_gold
weapon_imbel_ia2_camo
viewmodel_imbel_ia2_camo
weapon_imbel_ia2
weapon_imbel_ia2_gold
weapon_imbel_ia2_scope
viewmodel_imbel_ia2_scope
weapon_muzzle_brake_iw6_sniper
viewmodel_muzzle_break_sniper
viewmodel_flash_supressor_sniper
viewmodel_dragunov_svu
viewmodel_dragunov_svu_gold
weapon_dragunov_svu_camo
viewmodel_dragunov_svu_camo
weapon_dragunov_svu
weapon_dragunov_svu_gold
weapon_dragunov_svu_scope
viewmodel_dragunov_svu_scope
viewmodel_g28
viewmodel_g28_gold
weapon_g28_camo
viewmodel_g28_camo
weapon_g28
weapon_g28_gold
weapon_g28_scope
viewmodel_g28_scope
viewmodel_mk14_ebr
viewmodel_mk14_ebr_gold
weapon_mk14_ebr_iw6_camo
viewmodel_mk14_ebr_camo
weapon_mk14_ebr_iw6
weapon_mk14_ebr_iw6_gold
weapon_mk14_ebr_iw6_clip_scope
viewmodel_mk14_ebr_scope
viewmodel_mts_255
viewmodel_mts_255_gold
weapon_mts_255_camo
viewmodel_mts_255_camo
weapon_mts_255
weapon_mts_255_gold
fx_shotgun_shell_blur
viewmodel_fabarm_fp6
viewmodel_fabarm_fp6_gold
weapon_fabarm_fp6_camo
viewmodel_fabarm_fp6_camo
weapon_fabarm_fp6
weapon_fabarm_fp6_gold
viewmodel_maul
viewmodel_maul_gold
weapon_maul_camo
viewmodel_maul_camo
weapon_maul
weapon_maul_gold
weapon_silencer_pitted_small
viewmodel_silencer_pitted_small
viewmodel_uts_15
viewmodel_uts_15_gold
weapon_uts_15_camo
viewmodel_uts_15_camo
weapon_uts_15
weapon_uts_15_gold
viewmodel_p226
weapon_p226
weapon_muzzle_brake_iw6_pistol
viewmodel_muzzle_break_pistols
weapon_flash_suppressor_iw6_pistol
viewmodel_flash_supressor_pistol
weapon_silencer_pistol_angular
viewmodel_silencer_pistol_angular
viewmodel_m9a1_iw6
weapon_m9a1_iw6
viewmodel_mp443
weapon_mp443
viewmodel_magum_iw6
weapon_magnum_iw6
viewmodel_vbr_pdw
weapon_vbr
viewmodel_kastet
weapon_kastet
weapon_panzerfaust3_missle
viewmodel_panzerfaust3
weapon_panzerfaust3
viewmodel_panzerfaust3_missle
viewmodel_mk14
weapon_mk14_iw6
viewmodel_maaws
weapon_maaws
projectile_smaw
weapon_smaw_stow
viewmodel_riot_shield
viewmodel_riot_shield_gold
weapon_riot_shield_iw6_camo
viewmodel_riot_shield_camo
weapon_riot_shield_iw6
weapon_riot_shield_iw6_gold
viewmodel_knife_jugmaniac
viewmodel_ak47
weapon_claymore
weapon_ak47_clip
weapon_ak74u_clip
weapon_dragunov_clip
weapon_g3_clip
weapon_g36_clip
weapon_m14_clip
weapon_m16_clip
weapon_mp5_clip
weapon_saw_clip
viewmodel_uav_radio
viewmodel_uav_control_unit_iw6
weapon_uav_control_unit_iw6
viewmodel_smoke_grenade_iw6
weapon_smoke_grenade_iw6
prop_ballistic_vest_iw6_viewmodel
prop_ballistic_vest_iw6
viewmodel_weapon_crate
mp_weapon_crate
projectile_sidewinder_missile
viewmodel_uav_control_unit
weapon_uav_control_unit
mp_switchblade
mp_satcom
mp_satcom_obj
mp_satcom_obj_red
mp_satcom_bombsquad
viewmodel_flare_iw6
emergency_flare_iw6
viewmodel_m67
weapon_m67_grenade
projectile_m67fraggrenade
weapon_c4_iw6_bombsquad
projectile_m67fraggrenade_bombsquad
weapon_semtex_grenade_iw6_bombsquad
projectile_semtex_grenade_bombsquad
weapon_light_stick_tactical_bombsquad
mp_proximity_explosive_bombsquad
weapon_canister_bomb_bombsquad
prop_ballistic_vest_iw6_bombsquad
mp_weapon_crate_bombsquad
weapon_thermobaric_grenade_bombsquad
mp_trophy_system_iw6_bombsquad
mp_trophy_system_iw6
viewmodel_semtex_grenade_iw6
weapon_semtex_grenade_iw6
projectile_semtex_grenade
viewmodel_canister_bomb
weapon_canister_bomb_world
weapon_canister_bomb
viewmodel_c4_iw6
weapon_c4_iw6_world
weapon_c4_iw6
mp_proximity_explosive_world
mp_proximity_explosive
viewmodel_trophy_system_iw6
mp_trophy_system_folded_iw6
viewmodel_twist_flashbang
weapon_twist_flashbang
weapon_m84_flashbang_grenade_burnt
viewmodel_concussion_grenade_iw6
weapon_concussion_grenade_iw6
viewmodel_motion_sensor
weapon_motion_sensor
viewmodel_thermobaric_grenade
weapon_thermobaric_grenade
weapon_scavenger_grenadebag
veh_ball_drone_pc01_s1
veh_ball_drone_pc02_s1
veh_ball_drone_pc03_s1
veh_ball_drone_pc04_s1
veh_ball_drone_pc05_s1
veh_ball_drone_pc06_s1
veh_ball_drone_pc07_s1
veh_ball_drone_pc01_p1
veh_ball_drone_pc02_p1
veh_ball_drone_pc05_p1
veh_ball_drone_pc06_p1
veh_ball_drone_pc07_p1
veh_vanguard_motor_s1
veh_vanguard_arm1_s1
veh_vanguard_arm2_s1
veh_vanguard_arm3_s1
veh_vanguard_arm4_s1
veh_vanguard_blade1_s1
veh_vanguard_blade2_s1
veh_vanguard_blade3_s1
veh_vanguard_stand_s1
veh_vanguard_duct1_s1
veh_vanguard_gun_s1
veh_vanguard_duct2_s1
veh_vanguard_duct3_s1
veh_vanguard_fan1_s1
veh_vanguard_fan2_s1
veh_vanguard_fan3_s1
veh_vanguard_fan4_s1
veh_vanguard_motor_p1
veh_vanguard_arm1_p1
veh_vanguard_arm2_p1
veh_vanguard_arm3_p1
veh_vanguard_arm4_p1
veh_vanguard_blade1_p1
veh_vanguard_blade2_p1
veh_vanguard_blade3_p1
veh_vanguard_stand_p1
veh_vanguard_duct1_p1
veh_vanguard_gun_p1
veh_vanguard_duct2_p1
veh_vanguard_fan1_p1
veh_vanguard_fan2_p1
veh_vanguard_fan3_p1
veh_vanguard_fan4_p1
chunk_01
chunk_02
fx_cash02
fx_cash01
weapon_motion_sensor_bombsquad
mp_fullbody_juggernaut_heavy_black
viewhands_juggernaut_ally
mp_body_juggernaut_light_black
head_juggernaut_light_black
mp_body_infected_a
head_mp_infected
viewhands_gs_hostage
prop_dogtags_foe_iw6
carepackage_dummy_iw6
carepackage_friendly_iw6
carepackage_enemy_iw6
mp_juggernaut_carepackage_dummy
mp_juggernaut_carepackage
mp_juggernaut_carepackage_red
weapon_riot_shield_jug_iw6
viewmodel_riot_shield_mp
weapon_us_smoke_grenade_burnt2
mp_weapon_level_pickup_badge
prop_mp_max_ammo_pickup
weapon_ac130
head_mp_head_a
head_mp_head_ab
head_mp_head_ac
head_mp_head_ad
mp_body_us_rangers_assault_a_arctic
mp_body_us_rangers_assault_a_desert
mp_body_us_rangers_assault_a_elite
mp_body_us_rangers_assault_a_urban
mp_body_us_rangers_assault_a_woodland
viewhands_us_rangers_arctic
viewhands_us_rangers_desert
viewhands_us_rangers_elite
viewhands_us_rangers_urban
viewhands_us_rangers_woodland
com_metal_briefcase_intel
prop_flag_iw6_federation
prop_flag_iw6_ghost
mp_fullbody_dog_a
mil_semtex_belt
mil_semtex_belt_obj
generic_prop_raven
com_plasticcase_green_big_us_dirt
prop_suitcase_bomb
mil_tntbomb_mp
com_plasticcase_beige_big
com_laptop_2_open
com_cellphone_on
mp_missile_bombsite
mp_missile_bombsite_destroyed
foliage_afr_tree_brokentrunk_01a
pbk_logs_anim
com_woodlog_16_192_d
ny_harbor_slava_interior_props_monitor
pbk_pipe_grate_01
pbk_prison_door_right_01
pbk_prison_door_left_01
pbk_foliage_tree_umbrellathorn_leaves_01
pbk_foliage_jungle_plants_01
pbk_large_mahogony_tree_01
foliage_jungle_nurse_lg
foliage_ctl_forest_shrubs01
foliage_afr_plant_fern_01a
pbk_foliage_cod5_tree_jungle_02_bright
foliage_afr_tree_river_fallen_01
foliage_pacific_grass_clump02
pbk_foliage_jungle_tall_grass01
pbk_foliage_jungle_tall_grass02
pbk_foliage_grass_64_square
pbk_lupinus_01_purple
pbk_lupinus_02_purple
pbk_lupinus_01_yellow
pbk_lupinus_02_yellow
foliage_jungle_large_grass
pbk_foliage_cod5_tree_jungle_03
foliage_pacific_fern01
pbk_foliage_pacific_tropic_shrub03
pbk_foliage_cod5_tree_jungle_03_bright
pbk_foliage_pacific_forest_shrub_01_ambient
foliage_ls_ivy_bunch_01
foliage_afr_tree_umbrellathorn_01a_animated
pbk_chain_winch
ow_vista_lightpole_double
ac_prs_enm_barge_a_1
clk_camera_security
clk_camera_security_base
clk_emergency_light
cnd_broken_branch_02
ny_rooftop_ac_unit_large
pbk_metal_sign_02
pbk_vehicle_cement_truck_01
cnd_conference_chair_red_01
afr_deadgroundcover_01
afr_root_02
rst_vista_treecluster_01
pbk_ancient_olive_tree
com_cement_bag_single
com_cement_bag_bent
com_cement_bag_smallstack
foliage_jungle_ground_cover_01
pbk_riverbridge_arch
pbk_riverbridge_bottombeam
pbk_riverbridge_column
pbk_riverbridge_supportbeam
pbk_riverbridge_topbeam
aq_debris_wood_shard_03
spray_can02_iw6
afr_flamintire
afr_military_tire04_big_mort_b
com_woodlog_24_192_a
com_woodlog_24_192_b
com_woodlog_24_192_c
com_woodlog_24_192_d
com_woodlog_24_96_a
com_woodlog_24_96_c
com_woodlog_24_96_d
intro_log_pile_01
aftermath_rebar_group_03
afr_river_wood_plank1
clk_entrance_fence_01
me_chainlink_fence_pole
ow_electricbox2
com_floodlight
com_folding_table
com_roofvent1
ow_satellitedish
afr_steel_ladder
pbk_tower_ladder_cage
ny_manhattan_building_antenna_01
com_emergencylightcase_red_off
furniture_rack_forms
com_pallet
com_pallet_stack
pbk_pallet_2
ch_bunker_support_brace_02
trash_bottle_juice2
trash_bottle_water2
trash_styrofoam_container2
vehicle_tatra_t815_iw6_static
prop_large_rock_pile
com_red_toolbox
com_basketball_goal
pbk_vehicle_semi_truck
pbk_riverbridge_rail
road_barrier_post
pbk_pvc_pipe_01
pbk_lab_overheadlight_off
ls_wood_burned_01
ls_wood_burned_02
afr_ground_trash_01
cardboard_box1
cardboard_box12
clk_fusebox_02
clk_wall_light_01
cnd_cord_extension_01_flt
cnd_plywood_stacks_01
ctl_electrical_pipes_long
dam_electric_pipes_custom_02
light_outdoorwall02
pbk_dead_monkey
ny_harbor_sub_wire_box_04
ow_cement_mixer
ow_con_bckt_01
pb_bundle_rebar_01
pbk_bundle_rebar_01
pbk_air_conditioner_01
pbk_barrier_gate_01
pbk_concrete_pole_yellow_01
pbk_electric_wire_01
pbk_fellerbuncher_blade
pbk_fellerbuncher_container
iw6_pbk_rock_large_01_mossy
iw6_pbk_rock_large_02_mossy
iw6_pbk_rock_large_04_mossy
pbk_long_blade_chainsaw
pbk_riverbridge_planks_02
pbk_riverbridge_planks_03
pbk_tire_huge_01
pbk_vehicle_semi_truck_trailer
pbk_vehicle_truck_02
pbk_foliage_tree_umbrellathorn_01
pbk_wood_bridge_01
pbk_woodboard_01
pbk_woodboard_02
pbk_woodboard_03
pbk_woodboard_04
pbk_woodstack_01
pipes_metal01_plaster_offwhite
vehicle_korean_blue_truck
pbk_scaffolding_single_yel_01
pbk_shed_02_new_doorframe
pbk_shed_02_new_shell
pbk_bridge_beams
pbk_foliage_jungle_large_tree_01
pbk_foliage_jungle_tree_01_opt
pbk_ball_chain_01
com_pipe_4x256_metal
clk_lab_gas_analyzer_electric_panel
storefront_door03
com_stepladder_large
rnk_pipe_4_coupling_light_metal
rnk_pipe_4x96_yellow
rnk_pipe_4_coupling_yellow
clk_pipe_4x246_red
clk_pipe_90deg_red
clk_pipe_coupling_red
vehicle_iveco_lynx_iw6_static
iw6_pbk_rock_large_02_mossy_wet
bi_command_center_panel_10_a
bi_command_center_panel_10_b
bi_command_center_panel_11
bi_command_center_panel_13
bi_command_center_panel_18
bi_command_center_panel_20_a
bi_command_center_panel_20_b
bi_command_center_panel_22
com_studio_light_off
pbk_rock_netting_anchor
prop_trailerpark_hitch
ma_door_handle_chrome
saf_roundel_02
ow_con_pour_01
pbk_generator_panel_01
pbk_metal_post_01
pbk_metal_sign_01
bi_command_center_panel_1_a
bi_command_center_panel_1_b
clt_ladder_construction_01
pbk_ladder_metal
clk_searchlight_ir_light
clk_searchlight_stand
rnk_pipe_4x256_light_metal
rnk_pipe_4x96_light_metal
clk_runningpipe_str_32
clk_runningpipe_bend_90
clk_runningpipe_str_256
foliage_pbk_jungle_hanging_vine_combined
foliage_jungle_large_tree_01
pbk_foliage_tree_acacia_01
pbk_barrel_blue
pbk_barrel_rust
com_barrel_black
com_barrel_blue_rust
com_barrel_green
afr_barrel_green_rust
com_barrel_pallet_combo
com_barrel_orange
com_barrel_white_rust
com_propane_tank02
ag_rocks_small_01
construction_hardhat
com_paint_bucket_w_lid_01
com_paint_bucket_01
pbk_com_paint_bucket_stack
com_paint_bucket_stack
foliage_tree_stump_1
vehicle_excavator_small
com_battery_wire_black_2
com_battery_wire_blue_2
com_battery_wire_red_2
berlin_cinderblock
iw6_rock_large_04_small_wet
iw6_rock_pile_01_mossy
iw6_rock_pile_01_wet
pbk_mayan_skull_bricks
iw6_rock_large_01
iw6_pbk_rock_large_01
iw6_rock_large_01_mossy
iw6_rock_large_02_mossy
iw6_pbk_rock_large_04_mossy_wet
mil_barbedwire2
foliage_ivy_bottom01
foliage_ivy_corner02
pbk_jungle_vines_patch_ground_02
foliage_jungle_vines_patch_ground_01_vista
ctl_vine_patch_hang_hi_lod
clk_plastic_bin_lrg_01_open
ctl_peep_hole_wire01
ctl_peep_hole_wire02
pbk_log_grappler
pbk_log_grappler_closed
pbk_saw
pbk_foliage_jungle_palm_01
railing_old_span64_gray_fix
afr_bg_boulder_07
construction_porter_potty_green
afr_ground_trash_06
pbk_trailer_wheels_01
pbk_foliage_pacific_forest_shrub_01
has_foliage_jungle_new_creeper
intro_foliage_hanging_ivy_02
intro_foliage_hanging_ivy_01
intro_foliage_hanging_ivy_03
railing_old_post_gray_fix
hanging_wire_04
foliage_jungle_tree_02
pbk_foliage_jungle_tree_02
ow_electricbox4
pbk_tower_ladder_hatch
trash_wrapper1
vehicle_bulldozer
fac_walkway_supportbeam_01
afr_sandbag_02
ny_harbor_russian_oscar2_ladder_b
pbk_ladder_metal_long
afr_bg_boulder_06
afr_bg_boulder_04
afr_bg_boulder_02
mv/iw6_pbk_rock_large_01
mv/com_woodlog_16_192_d
mv/foliage_tree_stump_1
rst_vista_tree_01
pbk_vista_treecluster_01
pbk_foliage_tree_acacia_01_leaves
pbk_foliage_jungle_fern_01
pbk_foliage_jungle_fern_01_vista
pbk_flag_01
pbk_flag_02
pbk_foliage_jungle_large_grass
pbk_foliage_jungle_tree_leaf_01_opt
pbk_foliage_jungle_palm_02
pbk_foliage_pacific_palms08
pbk_plastic_redfence_anim_p5
pbk_plastic_redfence_anim_p1
pbk_plastic_redfence_anim_p2
pbk_plastic_redfence_anim_p3
pbk_plastic_redfence_anim_p4
pbk_foliage_new_creeper_02
pbk_foliage_jungle_sml_fern
pbk_tarp_04
pbk_tarp_02
pbk_tarp_01
pbk_tarp_03
com_trashbin_sml_iw6
pbk_paintcan
viewhands_devgru_arctic
viewhands_devgru_desert
viewhands_devgru_elite
viewhands_devgru_urban
viewhands_devgru_woodland
head_mp_head_e_helmet_x
head_mp_head_e_helmet_x_alt
head_mp_head_e_helmet_x_alt_c
head_mp_head_e_helmet_x_alt_d
head_mp_head_e_helmet_x_alt_e
head_mp_head_e_helmet_x_alt_f
head_mp_head_eb_helmet_x
head_mp_head_eb_helmet_x_alt
head_mp_head_eb_helmet_x_alt_c
head_mp_head_eb_helmet_x_alt_d
head_mp_head_eb_helmet_x_alt_e
head_mp_head_eb_helmet_x_alt_f
head_mp_head_ec_helmet_x
head_mp_head_ec_helmet_x_alt
head_mp_head_ec_helmet_x_alt_c
head_mp_head_ec_helmet_x_alt_d
head_mp_head_ec_helmet_x_alt_e
head_mp_head_ec_helmet_x_alt_f
head_mp_head_ed_helmet_x
head_mp_head_ed_helmet_x_alt
head_mp_head_ed_helmet_x_alt_c
head_mp_head_ed_helmet_x_alt_d
head_mp_head_ed_helmet_x_alt_e
head_mp_head_ed_helmet_x_alt_f
head_mp_head_e_helmet_u
head_mp_head_e_helmet_u_alt
head_mp_head_e_helmet_u_alt_c
head_mp_head_e_helmet_u_alt_d
head_mp_head_e_helmet_u_alt_e
head_mp_head_e_helmet_u_alt_f
head_mp_head_eb_helmet_u
head_mp_head_eb_helmet_u_alt
head_mp_head_eb_helmet_u_alt_c
head_mp_head_eb_helmet_u_alt_d
head_mp_head_eb_helmet_u_alt_e
head_mp_head_eb_helmet_u_alt_f
head_mp_head_ec_helmet_u
head_mp_head_ec_helmet_u_alt
head_mp_head_ec_helmet_u_alt_c
head_mp_head_ec_helmet_u_alt_d
head_mp_head_ec_helmet_u_alt_e
head_mp_head_ec_helmet_u_alt_f
head_mp_head_ed_helmet_u
head_mp_head_ed_helmet_u_alt
head_mp_head_ed_helmet_u_alt_c
head_mp_head_ed_helmet_u_alt_d
head_mp_head_ed_helmet_u_alt_e
head_mp_head_ed_helmet_u_alt_f
head_mp_head_c_helmet_f
head_mp_head_cb_helmet_f
head_mp_head_cc_helmet_f
head_mp_head_cd_helmet_f
head_mp_head_b_helmet_q
head_mp_head_b_helmet_q_alt
head_mp_head_bb_helmet_q
head_mp_head_bb_helmet_q_alt
head_mp_head_bc_helmet_q
head_mp_head_bc_helmet_q_alt
head_mp_head_bd_helmet_q
head_mp_head_bd_helmet_q_alt
head_mp_head_c_helmet_r
head_mp_head_c_helmet_r_alt
head_mp_head_cb_helmet_r
head_mp_head_cb_helmet_r_alt
head_mp_head_cc_helmet_r
head_mp_head_cc_helmet_r_alt
head_mp_head_cd_helmet_r
head_mp_head_cd_helmet_r_alt
head_mp_head_d_helmet_w
head_mp_head_d_helmet_w_alt
head_mp_head_d_helmet_w_alt_c
head_mp_head_d_helmet_w_alt_d
head_mp_head_d_helmet_w_alt_e
head_mp_head_d_helmet_w_alt_f
head_mp_head_db_helmet_w
head_mp_head_db_helmet_w_alt
head_mp_head_db_helmet_w_alt_c
head_mp_head_db_helmet_w_alt_d
head_mp_head_db_helmet_w_alt_e
head_mp_head_db_helmet_w_alt_f
head_mp_head_dc_helmet_w
head_mp_head_dc_helmet_w_alt
head_mp_head_dc_helmet_w_alt_c
head_mp_head_dc_helmet_w_alt_d
head_mp_head_dc_helmet_w_alt_e
head_mp_head_dc_helmet_w_alt_f
head_mp_head_dd_helmet_w
head_mp_head_dd_helmet_w_alt
head_mp_head_dd_helmet_w_alt_c
head_mp_head_dd_helmet_w_alt_d
head_mp_head_dd_helmet_w_alt_e
head_mp_head_dd_helmet_w_alt_f
head_mp_head_d_helmet_s
head_mp_head_d_helmet_s_alt
head_mp_head_db_helmet_s
head_mp_head_db_helmet_s_alt
head_mp_head_dc_helmet_s
head_mp_head_dc_helmet_s_alt
head_mp_head_dd_helmet_s
head_mp_head_dd_helmet_s_alt
head_mp_head_d_helmet_q
head_mp_head_d_helmet_q_alt
head_mp_head_db_helmet_q
head_mp_head_db_helmet_q_alt
head_mp_head_dc_helmet_q
head_mp_head_dc_helmet_q_alt
head_mp_head_dd_helmet_q
head_mp_head_dd_helmet_q_alt
head_mp_head_e_helmet_v
head_mp_head_e_helmet_v_alt
head_mp_head_e_helmet_v_alt_c
head_mp_head_e_helmet_v_alt_d
head_mp_head_e_helmet_v_alt_e
head_mp_head_e_helmet_v_alt_f
head_mp_head_eb_helmet_v
head_mp_head_eb_helmet_v_alt
head_mp_head_eb_helmet_v_alt_c
head_mp_head_eb_helmet_v_alt_d
head_mp_head_eb_helmet_v_alt_e
head_mp_head_eb_helmet_v_alt_f
head_mp_head_ec_helmet_v
head_mp_head_ec_helmet_v_alt
head_mp_head_ec_helmet_v_alt_c
head_mp_head_ec_helmet_v_alt_d
head_mp_head_ec_helmet_v_alt_e
head_mp_head_ec_helmet_v_alt_f
head_mp_head_ed_helmet_v
head_mp_head_ed_helmet_v_alt
head_mp_head_ed_helmet_v_alt_c
head_mp_head_ed_helmet_v_alt_d
head_mp_head_ed_helmet_v_alt_e
head_mp_head_ed_helmet_v_alt_f
head_mp_head_b_helmet_n
head_mp_head_b_helmet_n_alt
head_mp_head_b_helmet_n_alt_c
head_mp_head_bb_helmet_n
head_mp_head_bb_helmet_n_alt
head_mp_head_bb_helmet_n_alt_c
head_mp_head_bc_helmet_n
head_mp_head_bc_helmet_n_alt
head_mp_head_bc_helmet_n_alt_c
head_mp_head_bd_helmet_n
head_mp_head_bd_helmet_n_alt
head_mp_head_bd_helmet_n_alt_c
head_mp_head_b_helmet_j
head_mp_head_b_helmet_j_alt
head_mp_head_b_helmet_j_alt_c
head_mp_head_b_helmet_j_alt_d
head_mp_head_b_helmet_j_alt_e
head_mp_head_b_helmet_j_alt_f
head_mp_head_bb_helmet_j
head_mp_head_bb_helmet_j_alt
head_mp_head_bb_helmet_j_alt_c
head_mp_head_bb_helmet_j_alt_d
head_mp_head_bb_helmet_j_alt_e
head_mp_head_bb_helmet_j_alt_f
head_mp_head_bc_helmet_j
head_mp_head_bc_helmet_j_alt
head_mp_head_bc_helmet_j_alt_c
head_mp_head_bc_helmet_j_alt_d
head_mp_head_bc_helmet_j_alt_e
head_mp_head_bc_helmet_j_alt_f
head_mp_head_bd_helmet_j
head_mp_head_bd_helmet_j_alt
head_mp_head_bd_helmet_j_alt_c
head_mp_head_bd_helmet_j_alt_d
head_mp_head_bd_helmet_j_alt_e
head_mp_head_bd_helmet_j_alt_f
head_mp_head_b_helmet_a
head_mp_head_bb_helmet_a
head_mp_head_bc_helmet_a
head_mp_head_bd_helmet_a
mp_body_devgru_lmg_a_arctic
mp_body_devgru_lmg_a_desert
mp_body_devgru_lmg_a_elite
mp_body_devgru_lmg_a_urban
mp_body_devgru_lmg_a_woodland
mp_body_elite_pmc_assault_b_arctic
mp_body_elite_pmc_assault_b_desert
mp_body_elite_pmc_assault_b_elite
mp_body_elite_pmc_assault_b_urban
mp_body_elite_pmc_assault_b_woodland
mp_body_us_rangers_shotgun_a_arctic
mp_body_us_rangers_shotgun_a_desert
mp_body_us_rangers_shotgun_a_elite
mp_body_us_rangers_shotgun_a_urban
mp_body_us_rangers_shotgun_a_woodland
mp_body_devgru_smg_a_arctic
mp_body_devgru_smg_a_desert
mp_body_devgru_smg_a_elite
mp_body_devgru_smg_a_urban
mp_body_devgru_smg_a_woodland
mp_body_elite_pmc_smg_b_arctic
mp_body_elite_pmc_smg_b_desert
mp_body_elite_pmc_smg_b_elite
mp_body_elite_pmc_smg_b_urban
mp_body_elite_pmc_smg_b_woodland
mp_body_fed_basic_lmg_a_arctic
mp_body_fed_basic_lmg_a_desert
mp_body_fed_basic_lmg_a_elite
mp_body_fed_basic_lmg_a_urban
mp_body_fed_basic_lmg_a_woodland
mp_body_sniper_a_arctic
mp_body_sniper_a_desert
mp_body_sniper_a_elite
mp_body_sniper_a_urban
mp_body_sniper_a_woodland
mp_body_female_devgru_lmg_a_arctic
mp_body_female_devgru_lmg_a_desert
mp_body_female_devgru_lmg_a_elite
mp_body_female_devgru_lmg_a_urban
mp_body_female_devgru_lmg_a_woodland

[URL="https://www.mediafire.com/download/44urv9h2g74twm6/CoD+Ghosts+Models+List.txt"]MediaFire[/URL]


Visions:
    default_mp
thermal_mp
default_night_mp
missilecam
ac130
ac130_enhanced
ac130_inverted
aftermath
black_bw
cheat_bw
coup_sunblind
default
default_night
default_night_mp
end_game
misslecam
mp_character_room
mp_fahrenheit
mp_fahrenheit_storm_exterior_dark
mp_flooded
mp_flooded_vision_set_cg_helo
mp_flooded_vision_set_cg_garage
mp_flooded_vision_set_cg_garage_water
mp_flooded_vision_set_cg_interior_ng
mp_flooded_vision_set_cg_ng
mp_frag
mp_hashima
mp_hashima_intiriors
mp_lonestar
mp_strikezone_bridge
mp_strikezone_flash
mp_strikezone_interior
mp_strikezone_stadium_bar
mp_warhawk
mp_warhawk_interior
pintro
pintro_dart
mpnuke
mpnuke_aftermath
mpoutro
near_death
near_death_mp
thermal_mp
thermal_snowlevel_mp

[URL="https://www.mediafire.com/download/qzfy7b3olpc72pz/CoD+Ghosts+Visions+List.txt"]MediaFire[/URL]



Updates:

1.13:
You must login or register to view this content.



You must login or register to view this content.

You must login or register to view this content.

You must login or register to view this content.


Credits:
Prime Notorious
Bad Luck Brian
seb5594
Mango_Knife
Choco
Anera
AlmightySo
Unknauwn
iTnDM
MegaMister
imSooCool
Vezah | MoDz
Sticky
RawDog
#00
īTnDM
SC58
iMoDz | Baptiste
Last edited by Mango_Knife ; 07-20-2014 at 08:33 PM.

The following 89 users say thank you to Mango_Knife for this useful post:

-SuperMan, Nana, Kappa, ϟ c0rruption ϟ, A Friend, A_Gen_Fiasco, RawDog2002, ALI ALHILFI, Arrow_Modz, ayhamalali, BaSs_HaXoR, BroIDontMod, BuC-ShoTz, BullyWiiPlaza, BVBdede, Camo-, D3skm, D3sKmَ, diegooteroleiro, ErasedDev, dolby1, Electricssz, Ethan, FFM | iMoDzRGFR, FusionIsDaName, Geo, Glitchy_Modz, Heaney, JLM, Hori_By_Nature, I C U, idropkittens, ImNoway, iMoDz-Baptiste, ImPiffHD, iNCSx, iNDMx, iTпDM, ItsAvees, ResistTheJamsha, joni_djESP, jwm614, KareraHekku, kiwi_modz, LaRip8, LaughTracks, M-alShammary, MakingModz, MaNamesTyler, marioju, MazyModz, MegaMister, MODZ4FUN420, moviedog, MrGodHandz, MrKiller261, MrSpliiffy, Mx444, NGU-xNiicKzHD, NiiinjaModz--, NotALegitPlayer, Notorious, Not Rage, xProvXKiller, Pure Havoc, RatchetBooty, REBUG-GUNFIRE, Deleted-User0000000012210, ResistTheMoon, rocketforce, rodrigovidal, RTE, SnaY, Swaqq, Swifter, The-KozMic-Modz, ThePaaqoHD, TheUnknown21, Winter, Fatality, xHostModer, xKtF, xPAQz, xReaperv3, xSlinkeyy, Xx-GIPPI-xX, yomen9, zSunriseModz
01-26-2014, 05:41 PM #11
Mango_Knife
In my man cave
Originally posted by Taylor View Post
Well you need to set those dvars with either SV_GameSendServerCommand or Cbuf_AddText. Which both are host only, so that kind of defeats the purpose of wanting them....


Taylor you are wrong
first in CoD Ghosts the SV_GameSendServerCommand are sending with numbers (Such as like Dvar 13 90 - cg_fov 90)
Second
the cbuf_addText are not only Host
See like CompassSize
or Black hole and more stuff are can be use if you are the host or not.
01-26-2014, 05:44 PM #12
Taylor
Former Black Knight.
Originally posted by Knife View Post
Taylor you are wrong
first in CoD Ghosts the SV_GameSendServerCommand are sending with numbers (Such as like Dvar 13 90 - cg_fov 90)
Second
the cbuf_addText are not only Host
See like CompassSize
or Black hole and more stuff are can be use if you are the host or not.


The integers for SV_gameSendServerCommand is right on your part. However CBuf_AddText isn't.
01-26-2014, 05:50 PM #13
Mango_Knife
In my man cave
Originally posted by Taylor View Post
The integers for SV_gameSendServerCommand is right on your part. However CBuf_AddText isn't.


why isnt?
camera_thirdPerson 1
perk_weapSpreadMultiplier 0.0001
r_singleCell 1
set compassMaxRange 4000
seta compassSize 2

And more are working with or without the host
i know that some of the Dvars (Such as fast_restart 1 , end game and more) are only host but not all the dvars.
01-26-2014, 05:50 PM #14
Pure Havoc
Do a barrel roll!
Originally posted by Taylor View Post
The integers for SV_gameSendServerCommand is right on your part. However CBuf_AddText isn't.


I think he means cbuf_addText is not host only because you don't have to be host to have them but you can't give them to clients.
01-26-2014, 05:52 PM #15
Taylor
Former Black Knight.
Originally posted by Pure
I think he means cbuf_addText is not host only because you don't have to be host to have them but you can't give them to clients.


I mean you can't set them while not host. You must set them prior to being non-host.
01-26-2014, 05:52 PM #16
Mango_Knife
In my man cave
Originally posted by Pure
I think he means cbuf_addText is not host only because you don't have to be host to have them but you can't give them to clients.


some of the Dvars are work only if your the host
and some dont.
01-26-2014, 05:53 PM #17
Taylor
Former Black Knight.
Originally posted by Knife View Post
why isnt?
camera_thirdPerson 1
perk_weapSpreadMultiplier 0.0001
r_singleCell 1
set compassMaxRange 4000
seta compassSize 2

And more are working with or without the host
i know that some of the Dvars (Such as fast_restart 1 , end game and more) are only host but not all the dvars.


because of RPC, read my reply to Pure Havoc
01-26-2014, 05:55 PM #18
Mango_Knife
In my man cave
Originally posted by Taylor View Post
because of RPC, read my reply to Pure Havoc


Ahhh ok i noticed :P
01-26-2014, 06:23 PM #19
seb5594
Proud Former Admin
Your Client Intervall for your God Mode is not correct. It is 0x280 (G-Entity).
Good to see someone is releasing some of this basic stuff you should make a Thread for every upcoming Update (Community list) and just update it.
It's better than to search for every little release in separate thread's (many Non-Host Offset threads as example)

The following user thanked seb5594 for this useful post:

M-alShammary

Copyright © 2024, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo